|Great red wyrm|
|Sees in the dark?||Yes|
Great red wyrm is a species of monster in ADOM. They are dangerous late game monsters. Whilst they rarely appear alone, late-game lesser vaults of red dragons will always contain one and greater red dragon vaults will contain at least one.
Like all wyrms, great red wyrms are fast, strong, have a very powerful breath attack and can magically confuse the PC from a distance. In the red wyrms' case, their breath is fiery and their melee attack is very strong, with maximum damage outputs exceeding those of balors or even the Ancient Chaos Wyrm. Since wyrms attack multiple times per turn, PCs have to be very careful taking these on in melee.
Great red wyrms drop a large pile of treasure when killed, and always have a name; the list of possible names can be found here.
- Immune to fire
- Vulnerable to cold
- Often shrugs off bolts and other resistible magic
- Immune to death rays
- Breathes fire
- Casts Glowing balls and Confusion
- Rapidly regenerates
- Can break down doors
Level: 1, DV: 50, PV: 30, Hits: 525, Attacks: 3, Damage: 14-104, Speed: 130.
Level: 11, DV: 50, PV: 30, Hits: 665, Attacks: 3, Damage: 14-104, Speed: 130.
Level: 19, DV: 63, PV: 34, Hits: 1273, Attacks: 3, Damage: 15-105, Speed: 130.
Grants intrinsic fire resistance. Chance to increase Strength and/or Mana by 1, or the respective potentials. The increase is less likely the higher the attributes are, with less than a 10% chance of working if they are 33 or higher. Cannot increase Strength higher than 80.
As a spellcasting monster corpse, it has a chance to increase maximum PP and Mana. This Mana increase is unaffected by potential.
Deepest red in color, even with the vestigial legs, the wyrm is swift and fearsome. Its internal furnace radiates such heat that the wyrm's presence can be felt just by the rising temperature around it. They rely more on their breath and bite, since the legs have faded, but the wyrm can easily swallow most opponents whole, slicing and baking in one swift action.