Ancient Chaos Wyrm
Location ToEF
Monster type Demon
Alignment Chaotic
Unique? Yes
Sees invisible? Yes
Sees in the dark? Yes
Magic resistance High
Picks up items? Yes
1.1.1 KPL N/A

The Ancient Chaos Wyrm is a unique boss monster. It carries the Chaos Orb of Elemental Fire — which the PC must obtain in order to cross the wall of flames and thus descend into the lower levels of the CoC.

Like all wyrms the Ancient Chaos Wyrm is very strong and fast, has powerful attacks, can use a potent confusion spell, and can heal a lot of hit points. Whilst any PC that is prepared to explore the Tower of Eternal Flames should have no problem dealing with the ACW's fire breath, its very powerful energy blast (up to 128 damage) is of much greater concern. Since energy blast is a non-elemental attack and thus can't be resisted, a high Alertness score is useful here. Energy blast is direct line spell, so in some situations it can be avoided. Some sorts of confusion resistance and/or a high Willpower (for example, obtaining and equipping the Chaos Orb of Elemental Water) are also recommended to avoid the ACW's confusion attacks rendering the PC almost helpless. Most equipment can burn even with rings of ice protecting them, so a ring of the clear mind/ring of mental stability is a decent choice, as the elemental gauntlets (or any artifact gauntlets) guarantee protection for the equipped rings.

Archers can kill it quite painlessly if they have stock of blessed ammo of dragon (or demon) slaying. Though unless the PC wears a blessed ring of ice, they may find their slaying ammunition burning away at a frustrating rate in the ToEF. The guaranteed rune-covered trident makes a good missile when against the ACW since it is a demon slayer, returns when thrown, and as an artifact does not burn up. However, most PCs attempting the Tower of Eternal Flames will not be high enough level to get it, unless they were born under Raven star sign. Whilst the ACW resists fire attacks (naturally), PCs specializing in spells (or just armed with offensive wands) can attack with non-fire spells. This method also has its risks, though, since due to its powerful magic the ACW is about as dangerous from a distance as it is up close. (although it is possible to use bounces of lightning bolt/magic missile, while avoiding being in direct line with the wyrm). Melee is not completely out of the question either, though a high DV and PV are recommended, as the ACW can dole out several strong attacks per turn. Strong melee-orientated PCs can deal reasonable amount of damage to it using dragon or demon slaying weapons, such as Purifier or Justifier (Wyrmlance and Vanquisher are a bit risky since they can't be used with shields). First thrown potion of cure corruption also deals significant damage to the Wyrm and removes his corrupting touch.

The ACW is immune to paralysis, confusion, and stunning.

Special abilities[]

Common stats[]

Level: 1, DV: 50, PV: 20, Hits: 500, Attacks: 3, Damage: 15-81, Speed: 130.

Corpse effects[]

As a being of true evil, eating the corpse of the Ancient Chaos Wyrm corrupts (about 2 effects). It also grants intrinsic fire resistance and up to +3 Strength and +1 Mana. These attribute gains depend on the PC's attribute values; the corpse will usually not give any attribute bonuses.

Alternatively, non-chaotic PCs that can preserve it long enough to take it to Guth'Alak can exchange the corpse with him for a potion of cure corruption.

Monster memory[]

This creature is more than a dragon, and less than it: the enormous reptilian head and the great scaled torso give it distinct draconic features, yet it looks as though it never had grown wings and it only has one pair of legs close to the head. As you look closer, it looks less and less like a dragon: the legs are thin and bony, almost like those of a bird, and as you watch, the shape and features keep shifting. Parts of the skin suddenly grow hair, which then transforms into feathers, then into a weird crust, then into translucent smooth skin, then into the surface of a dark slimy liquid... and the collar behind the head grows and absorbs snakes' heads, tentacles, long trembling spider legs, stiff thorns and leathery strings lashing at the air. You realize that the wyrm must be at least in part a creature of chaos itself and probably part of it always resides in the realm of chaos. Although it might be impossible to kill it outright in this world, you're determined to make it give up its abode on this plane.