AdversariesTier 3

Mirebrood Wyrm

  • Adversary
  • Bruiser
  • Tier 3

Appears in: Swamp, Boss Fights, Wilderness and Survival

Mirebrood Wyrm

HP
7
Stress
4
Difficulty
18
Attack
+3

Hooked Bite: 3d10+3 phy

Drowning Coil. Spend a Fear. Make an attack against one target within Very Close range. On a hit, the target takes the wyrm's damage, becomes Restrained in its coils, and is pulled into deep water. While Restrained, the target takes 1d8 phy damage at the start of each of the wyrm's turns and cannot speak above a whisper.

Spore-Spit. Spend a Fear. Spray a cone of luminous spores out to Close range. Each creature in the area must succeed on an Agility Reaction Roll (17) or take 2d8 magic damage and become Vulnerable until they Mark a Stress to clear their lungs.

Wake of Mist. When the Mirebrood Wyrm takes damage from a Ranged attack, it may immediately submerge and resurface anywhere within Far range in the same body of water. Ranged attacks against it have disadvantage until the start of its next turn.

Mire Surge. Water within Close range of the wyrm churns into thick mire. Any creature wading in the water that wishes to move toward or away from the wyrm must succeed on a Strength Reaction Roll (16) or lose their movement for that action.

Barb-Spear Vulnerability. If the hunter's barb-spear from the spore-lit cove is lodged in the wyrm, it cannot use Wake of Mist and loses 1 HP at the start of each of its turns from the wound.

How to run

How to run Mirebrood Wyrm

Mirebrood Wyrm is a tier 3 bruiser for Daggerheart. Drop it into any fitting scene; the statblock above is free to add to your compendium in the app, and the one-shot below gives you somewhere to run it.

Story hooks

Where it begins

  1. 1

    A trapper's flatboat drifted back to the village dock empty, the hull pocked with sickle-shaped tooth marks the size of a man's hand.

  2. 2

    The fen's frogs have gone silent for nine nights running, and at dawn a long furrow cuts through the duckweed where nothing should swim.

  3. 3

    A woodcutter staggered out of the mire with one arm gone black to the shoulder, raving about wings rising from beneath the water.

The one-shot75-90 min

Wake in the Mire

A mirebrood wyrm has woken in a sunken bog and is killing trappers along the causeway road. The party must follow the kill-trail to its spore-lit nesting cove, draw the beast out of the deep water, and put it down before it widens its hunting ground.

The Drowned Causeway

The plank causeway sags two feet into black water, and every step squeezes a bubble of swamp gas up through the gaps. Half a flatboat lies snapped across the rail ahead, its planks scored by long curved gouges. The reeds on the far bank have been flattened in a wide, dragging path that runs back into the fen.

The lone survivor of the boat is hiding under the broken hull and will only speak once the party proves they are not a tax-collector. She saw the wyrm's head and shoulders breach the water and can roughly point toward the spore-lit cove. The party can press straight in along the dragging path, or detour to a stilt-shack trapper who knows a back channel that bypasses the wyrm's hunting beat.

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