Shadow of the Weird Wizard

Using Enemies in Combat

Shadow of the Weird Wizard enemies

Using Enemies in Combat in Weird Wizard

In the Secrets of the Weird Wizard book, which also contains details about the setting and guidance for running the game, you’ll find a wide range of enemies to test the group’s mettle. From the start, I wanted to make it easy to use enemies in combat, while providing interesting options to make battle scenes more memorable. Some enemies might be fought in numbers, such as the green gorger, or fought alone, such as the dragon that appears after.

Green Gorger

Things living in the depths cannot be selective about what they eat. There’s little forage outside of mushrooms, and small things like bugs and worms provide little enough nourishment for things that grow to any substantial size. This is why green gorgers never turn their sensitive noses up at anything that might be edible, be it fungus, plant, carcass, or ooze. Green gorgers have a knack for finding things to eat and once it sniffs out prey, it pursues its victim with single-minded relentlessness.

The green gorger has a quadrupedal body with bands of thick armor plates spreading down from its spine to protect its back and sides from falling debris. Four squat limbs end in long claws for digging through earth and stone. It has a short, paddle-shaped tail, wide head with large toothy maw that opens in a manner like that of a lizard.

Gnomes, having nothing to fear from green gorgers, raise these brutes as pets and keep up their strength with a diet of mushrooms and rotten vegetable matter. This means the gorgers become even more hostile when given a chance to make a meal on something that walks, runs, creeps, or crawls.

Green Gorger

Level 4 Type Monster

Senses Dark Vision

Defense 15 Health 50

Strength 13 (+3) Agility 10 (+0)

Intellect 9 (–1) Will 13 (+3)

Immune frightened, poisoned

Rampage At the end of the round, roll a d6. On a 4 or higher, the green gorger’s attacks deal an extra 2d6 damage until the end of the next round.

Melee Attack—Claws and Teeth Strength with 1 boon against Defense. On a success, the target takes 3d6 damage.

Double Attack (action) Make two melee attacks, choosing a different target for each attack.

Digger (move) The gorger digs into a solid surface of earth and stone and creates a zone, ten feet wide, deep, and tall.

Aggressive (reaction, when the green gorger sees an enemy and has no enemy in reach; 1/minute) The gorger gains a move and can use it immediately.

Dragon

No matter how dire the legend, no matter how many knights have been cooked in their armor, sacrificed nobles devoured, and magicians torn to pieces, there’s never seems to be a shortage of those eager to take up swords and wands to face the dragons in their domains. One might question why. Legend holds that dragons plundered the world of its greatest treasures long ago and drape their vast bodies over mountains of glittering coins, jewels, old tomes, magic items, and other fantastical riches. With such fortunes in the offering, is it any wonder that people would risk their lives for even a piece of a dragon’s hoard?

Stories about dragons force them into all kinds of shapes and bestow on them fantastical abilities that range from vision so sharp it can pierce walls, never needing to sleep, the gift of speech, the ability to breathe lightning or poison gas, use of magic, and even shapeshifting capabilities. Some tales even speak of kindly dragons with scales of the most precious metals, eager to help mortals with their struggles. All of it is nonsense.

Dragons are powerful monsters that embody the wickedness of greed. They have no interest beyond feeding their great appetites and adding to the mountains of wealth they have already accumulated. Dragons breathe fire, most can fly, and all are almost impossible to kill. They come in a variety of colors and some have four legs, others two, a few lack any legs at all and instead claw at their foes with the talons sprouting from their wings. The idea of good or noble dragons fails to stand up to the countless examples of cruelty and hatred shown in typical dragon behavior.

Dragon

Level 11 Type Large Solitary Monster

Senses True Vision Languages Archaic

Defense 11 Health 300

Strength 18 (+8) Agility 11 (+1)

Intellect 13 (+3) Will 18 (+8)

Immune frightened; damage from fire

Fearsome Impose 1 bane on rolls to attack it by enemies not immune to the frightened affliction.

Enhanced Intellect The dragon makes Intellect rolls with 1 boon and imposes 1 bane on rolls against its Intellect.

Nigh Invulnerable While not injured, the dragon takes half damage from attacks if the result of the roll is 24 or lower. In addition, whenever the dragon takes half damage from an attack using ordinary weapons, the attacker makes a luck roll and, on a failure, the weapon breaks. Or, if the attacker used an unarmed strike, the attacker instead loses 1d6 Health.

Mighty Fall If the dragon falls prone, its body deals 8d6 damage to each creature and object on the ground in the zone where it falls, and each creature on the ground in that zone makes an Agility roll. A prone creature fails the roll automatically. On a failure, a creature takes an extra 4d6 damage, falls prone, and becomes immobilized until the colossus is no longer prone or the creature overcomes the immobilized affliction with a successful Strength roll with 3 banes. At the end of each round when a creature is immobilized in this way, the creature takes 4d6 damage.

Extra Reaction A dragon increases the number of reactions it can use during a round by one.

Dragon Fury At the start of combat, the dragon gains 3 fury tokens and retains them until it spends them or the combat ends. Once per round, when the dragon gets a failure on an attribute roll or a luck roll, the dragon adds 1 token to its supply.

At any point, the dragon can spend 1 fury token to immediately perform one of the following activities provided the banshee is neither stunned nor unconscious. It can perform each activity just once. When it has performed each, it regains the ability to perform them all.

  • Attack with Claws and Teeth.
  • Flies to a zone within six zones and lands in an empty space, without enabling free attacks.
  • The dragon roars. Each enemy within three zones of the dragon makes a Will roll. On a success, an enemy is immune to this dragon’s Dragon Roar for 24 hours. On a failure, it becomes frightened of the dragon until either the dragon becomes incapacitated or the enemy overcomes the affliction with a successful Will roll. While it is frightened in this way, an enemy is also immobilized.
  • Turns a successful roll against it into a failed one.
  • Removes all afflictions from itself.
  • Heal 40 damage.

Incredible Reach The dragon can choose targets of its melee attacks from those in its zone or adjacent ones.

Special Movement Fly

Melee Attack—Teeth Strength with 2 boons against Defense. On a success, the target takes 6d6 damage plus 2d6 damage from fire. If the result of the roll is 20 or higher and exceeds the target number by at least 5, the target takes an extra 6d6 damage. On a failure, heat from the dragon’s breath deals 2d6 damage to the target.

Melee Attack—Claws Strength with 2 boons against Defense. On a success, the target takes 4d6 damage. If the result of the roll is 20 or higher and exceeds the target number by at least 5, the target becomes weakened (luck ends).

Claw, Claw, Bite (action) The dragon makes one Teeth attack and two Claws attacks.

Fire Breath (action; 1/minute) The dragon breathes fire into up to three contiguous zones within twelve zones of it. Each creature or object in a target zone takes 5d6 damage, and flammable objects that are neither worn nor carried catch fire. A creature makes an Agility roll with 1 bane. On a failure, it takes an extra 5d6 damage and catches fire (luck ends).

Dive and Snatch (action) The dragon flies up to three zones and makes a Claws attack against one creature in its zone or any zone it enters during this movement. On a successful attack against a target smaller than it, the target also becomes grabbed.

A creature grabbed moves with the dragon when it moves and loses 1d6 Health at the end of each round. If the dragon lands while it has a creature grabbed, the creature takes 6d6 damage and the grab ends.

Dust Storm (move) The dragon flies up to three zones and lands in an empty space. The beating of its wings kicks up dust and debris, forcing each creature in the zone to make a luck roll and a Strength roll. On a failed luck roll, an enemy becomes blinded until the end of its next turn. On a failed Strength roll, an enemy falls prone.

Bloodied Breath (reaction when the dragon becomes injured) The dragon regains the use of its Fire Breath and uses it immediately.

Slashing Tail (reaction when an enemy starts its turn in the dragon’s zone) The dragon sweeps its tail at that enemy. The dragon makes a Strength roll with 1 boon against that enemy’s Defense. On a success, the enemy takes 6d6 damage and falls prone.