Demon's Heresy Encounter Clarification


Wrath of the Righteous


The Woundwyrm's Maw of the Abyss says that it opens a portal to the Abyss, sucking in unattended objects automatically in addition to a free Drag attempt (at a HUGE CMB!) and sonic damage to anyone in the cone. However, the ability doesn't say what happens to creatures pulled in close. Is it just a Drag attempt plus damage, or could the Woundwyrm also suck in creatures? And in the event that it could, how would a party without access to Plane Shift escape or rescue an NPC who got sucked in?


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

I think you misread the ability. It does not open a portal to the Abyss. At best it tries to swallow whatever gets sucked in.


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Pathfinder Adventure Path Subscriber

I don't have my worldwound book in front of me but ya, opens to the Abyss is closer to flavor text. The ability is fairly worthless as printed, I thinks its discussed in the Demon's Heresy thread.

Mind you, I really like your interpretation and it would really spice up the creature.

Sovereign Court

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Us the effects from the maw of chaos spell in the Wages of Sin article in Sword of Valor. It increases the power level of the ability (which as written is super weak vs mythic heroes).

Maw of Chaos:
MAW OF CHAOS
School conjuration (teleportation) [chaotic];
Level cleric 8, sorcerer/wizard 8
Casting Time 1 standard action
Components V, 5, F/DF (a gold-plated, cold iron ring that was
forged in the Abyss)
Range close (25 ft. + 5 ft./2 levels)
Area 5-foot-radius spread
Duration concentration (maximum 1 round/level)
Saving Throw see text;
Spell Resistance yes; see text

This spell creates a rip in reality that plunges into the interspatial vortices that constantly churn with the raw destructive chaos of the Abyss. Each round at the beginning of your turn, the maw of chaos attempts a drag combat maneuver check against every creature within 40 feet, using your caster level plus your primary spellcasting ability modifier in place of a CMB. If a creature is dragged into a maw of chaos, the area erupts in a surge of chaotic energy and the creature
takes 1d6 points of damage per caster level. Only one such eruption can occur per round.

Creatures dragged adjacent to the mow of chaos become entangled by the frayed strands of reality being torn apart at the rim of the maw of chaos. Escape requires a successful Escape Artist check or grapple check against a DC equal to 10 plus the spell's save DC. Every creature without the chaotic subtype that ends its turn adjacent to a maw of chaos takes 2 points of damage to each ability score. Creatures with the lawful subtype take double this amount of damage; creatures
with the chaotic subtype take no damage.

Calling, summoning, and teleportation effects used within 30 feet of the maw of chaos or that cause a creature to appear within 30 feet of a maw of chaos are redirected, causing the creature to arrive adjacent to the maw of chaos rather than at its intended destination. Unattended objects (including dead bodies) adjacent to the maw of chaos are drawn into it and affected as by disintegrate at the beginning of the caster's next turn.

--Vrock and Awe


I'm a player in a wrath game and we're kind of overpowered so I've helped the GM modify some encounters. The Woundwyrm was one of them. Gave it a tiny bit of mythic and used its mythic abilities to make Maw of the Abyss interesting.

Everyone got sucked into to its mouth, which brought everyone to separate demiplanes where we're being confronted by alternate versions of ourselves (I'd say evil clones, but only some of them are evil, some of them are just arrogant, and mine is more like what I could've been if I'd given up magic)

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