Welcome
To join our community, please log in or register!
New to Avalore?
Head over to the Getting Started page to learn what you need to know!
Internet Explorer
Internet Explorer is not supported. Please upgrade to a more modern browser.

Vouivre
Started by dogshitfartelectric

Art by Meillyria

“And in that cave, I saw the glint of gold, jewels, and silver worth more than the Serene Monarchy's treasury, I swear it. But before I could take a step further, I heard - a terrible, vicious screech. There was a flash, some bright spark of magic, and then it, this winged creature, fell violently mere meters from me. This was their hoard. They were killing each other over it. I turned back, and never returned.”


Vouivre


Dragons are said to come in all shapes and colours. The vouivre, in particular, is the smallest of the current living lesser dragons—but, it compensates with unusual intelligence and the rare ability to wield magic. Notorious for its greed, ferocity, and its hoards of valuables, the species most often dwells in deep natural caverns throughout the Ashlands, Mist Isles, and scattered, nearby islands.

The vouivre is a bipedal lesser dragon with two large wings. In terms of size, it is most comparable to a griffin - 4m long with a 7m wingspan (4 blocks long, 7 block wingspan). Though it possesses four limbs, its forelimbs have evolved into large, leathery wings capable of carrying it short distances. A journey from the Ashlands to the Mist Isles is much too far for a direct migration, and as such, they’ll make rest along the way at the islands scattered in between. Because of this, they tend mostly to be found in the aforementioned places, in the northern mountains of Ko’ram, and on the western coast of the Northern Kingdoms. On occasion, some may find their way further down the eastern continent, not by natural migration, but by the hand of illicit smugglers. Dragon eggs and baby dragons, and in particular vouivres, are an expensive and highly-sought commodity on the black market.

Similar to the rocky terrain they inhabit, vouivres have tough, rock-like scales along their head, back, and legs. These grow atop their more reptile-like, scaled flesh. Vouivres are seen in shades of blues, greens, reds, and greys, with their rock-like growths appearing a darker, more muddled colour. At night or in their shadowy dens, they’re said to almost blend in with the rocky surroundings - if not for the glimmer of gemstones naturally sprouting between their rocky growths. Curiously, over a vouivre’s lifetime, precious gemstones will grow upon its body. Only a fool would seek to slay a vouivre for material found in the earth itself, but it does, sparingly, produce a particular gemstone found nowhere else: the dragon ruby. This is what makes these lesser dragons such a prized part of the black market, not only for their rarity as a dragon, but their innate ability to produce precious gems.

Vouivres are rather intelligent creatures, able to understand basic conversation (though unable to speak back), recognize behavioural patterns, and remember people. When hunting or even exploring, they will travel in pairs, and in their cavern dens, up to a dozen may reside. These dwellings are cutthroat, though - vouivres often fall victim to violence among themselves as a consequence of their unmatched greed. As fierce carnivores, vouivres will frequently hunt for prey, even taking down creatures larger than themselves with pack-hunting techniques. Unlike other lesser dragons, vouivres possess an innate sensitivity to the arcane, allowing them to manipulate minor elemental energies. Using flight to their advantage, vouivres stick to the skies, swiping with their talons and casting magic from above. For this reason, combating them with a melee-only approach proves rather difficult.

Aside from prey, these lesser dragons also hunt something far stranger: gemstones, precious metals, and other objects of great worth. They’ll seek out these things ferociously, amassing large hoards in their caverns from numerous successful hunts. Highly protective of their precious hoards of value, this greed and protectiveness is what causes infighting among packs of vouivres living in shared dens.

These items aren’t only collected to sate a sense of greed: in addition to meat, vouivres also enjoy consuming from their hoard of wealth. As these precious items take a longer period to digest, often months, their diet largely remains carnivorous. Scholars theorize that this unusual diet somehow contributes to the formation of gemstones within the creature’s stony growths.

 

Written by Electric

DM Guide


The information below is almost exclusively intended for DMs: an explanation of the creature's behavior, weaknesses, its unique abilities, and a full statblock to aid in rolling checks and contests where applicable. Characters may freely have the knowledge of the information in the above post. The information below is more OOC-facing and can be learned in detail via IC research (a research ticket or event) or known in vague, broad strokes where applicable: common sense applies! A Falstoners may have a vague idea of a Faded Steppe creature's abilities, but not specifics. For example: "the creature spews blood, but I don't know how, when, and what that looks like."

Not every spell, feat, or ability interaction is defined for beasts. DMs are expected to use their discretion when adjudicating interactions that are not explicitly covered. Additionally, the mechanics of bestiary creatures are set in stone and not open for adjustment unless specific issues are noted through DMed encounters.

Spoilers ahead... proceed with caution! Here be dragons!

 

This creature is restricted to Lore and Staff DMs.


Weaknesses

The vouivre’s primary weakness will always be its greed. Adept adventurers may try and use this to their advantage, whether by setting traps or attempting to distract the beast in combat.

 

Statblock

Boons

[Flight] As an action, the vouivre can take flight and move up to 10m (10 blocks), including in a straight line, diagonally, vertically, horizontally, etc. Once it has entered flight, it will stay in the air and take its natural movement in the air until landing or grounded. Landing is a free action.

[Innately Arcane] The vouivre has a unique, innate ability to wield magic. It rolls for casting using its HAR: Arcana modifier and must meet or beat a DC of 10, the same as for typical mages. For simplicity, there is no anima pool, and it is expected that DM discretion will be exercised for the frequency of spells used. It has access to the following spells:

  • [Pyrebolt Breath I] An unstable sphere of raging fire is conjured in the vouivre’s throat and hurled toward a point within Ranged distance, where it detonates in a searing blast. This fireball does 4 damage and has a radius of 2m (2 blocks). The area engulfed by fire is set ablaze, along with anything inside of it. The initial explosion can be Blocked or Evaded. 
    • Method: Rearing up, charging arcane fire within its throat.
    • Casting this spell takes 1 action.
    • Branch: Tellurgy
  • [Pyrebolt Breath II] Similar to Pyrebolt Breath, this attack is far more dangerous, doing 8 damage and having a radius of 4m (4 blocks).
    • Method: Rearing up, charging arcane fire within its throat.
    • Casting this spell takes 2 actions.
    • Branch: Tellurgy
  • [Perfect Recitation] Using a meld of the arcane and their own intelligence, the vouivre perfectly replicates a skill they’ve seen in action. Choose any of the skill-based modifiers rolled in the past round by the party; this modifier now replaces the creature’s base modifier. E.g., if someone rolled DEX: Acrobatics with a +4, the vouivre’s DEX: Acrobatics is now also rolled with a +4.
    • Method: Focusing on a target within line of sight.
    • Casting this spell takes 1 action.
    • Branch: Cursesmithy
  • [Tongue Tie] The vouivre binds a target's voice, preventing them from making any verbal sound. Each turn after the hex is cast, the target may make a HAR: Arcana roll to resist this effect, breaking free on a success. The hex lasts 3 rounds unless broken earlier by the caster.
    • Method: A sneering glance in the target’s direction.
    • Casting this spell takes 1 action.
    • Branch: Cursesmithy
  • [Paralysis Draegon] Indiscernible draconic language is projected into a target’s mind, freezing them in place for one round. Any movement (free, dash, flight, etc.) while paralyzed is strenuously painful and inflicts 3 AP damage per action of movement.
    • Method: Staring toward a target, speaking in a language only heard in their mind.
    • Casting this spell takes 1 action.
    • Branch: Cursesmithy
  • [Trick] The vouivre is able to create a small arcane trick, such as a shower of sparks, puff of wind, or odd odour; they can also light or snuff out a small fire or candle; briefly create an illusory image or colour on an object that fades after a few moments; or summon dancing will'o'wisps that move about their area, flickering with the light of candles.
    • Method: A guttural, clicking vocalization.
    • Casting this takes 0 actions.
  • [Fractal Scales] Coursing energy envelops the vouivre, arcing and radiating from the gemstones on its body. Until the next turn, Ranged projectiles (arrows, bolts, etc.) aimed at the creature are disintegrated by warping Ether, spiralling into smaller pieces until fading from existence entirely.
    • Method: Spreading its wings, channelling raw Ether into the gemstones on its body.
    • On a miscast, the vouivre briefly seems to attract matter rather than dispel it; though visually appearing the same, it grants a +1 to all inbound aim rolls until the next turn.
    • Casting this takes 2 actions.
    • Branch: Ether
  • [Kinetic Volley] Objects small and large raise from the ground to descend upon a number of unique targets in Skirmishing distance for 3 AP/GP damage. The number of targets is equal to the vouvire’s HAR: Arcana. Targets may Evade or Block against the casting roll, but it does not trigger Shieldmaster or Quickfooted.
    • Method: Reaching towards objects and willing the forces around them into the air; once all are ready, a thrust forward.
    • Casting this takes 2 actions.
    • Branch: Force

 

Banes

[Sensitive Membrane] While flying, the [Pull] action does double damage against the creature. Unless the player wishes otherwise, [Pull] attacks will target the creature’s wings, triggering this bane.

 

Mechanics Guidance

  • Medium Armour
  • 50-70 HP (typically encountered in pairs)
  • 2 actions per turn
  • 6m (6 blocks) movement per turn
  • Attacks rolls and damage - general guidance:
    • Talon strike, kick, other physical attacks
      • /roll attack 2 4-6
      • 4-6 damage
      • 1 action
      • Melee distance
    • [Cast] See Boons and Stats.
      • HAR: Arcana
      • Varying damage, action cost, and distance
  • For the purposes of contesting spells or making otherwise necessary checks, the following stats are provided: