Iyutha The Vitriolic Dragon

Iyutha, the Vitriolic Dragon

Demon of the Second Circle, Messenger Soul of That Which Wears Down the Mountains

By Sly9 (MW / RPG.net / OPP)

*Note - This is a homebrew 3E conversion.

Borne upon infernal winds, the dragon Iyutha glares down at the Demon City with a heart full of venom. She loathes love and harmony and stability with every fiber of her being. Even the discordant streets of Hell contain too many of these things for her to know joy, so she pits herself against the order of Malfeas in every way she can encompass, employing politics and intrigue and force of arms to undermine the city’s fiefdoms and cast them down into chaos.

When she takes flight to spit vitriol upon her foes and rend their towers with talons of black iron, Iyutha appears as a dragon scaled in ebon and purple. Jagged bone spikes jut through her skin, and her transparent wings ripple with horrifying phantasms and ornately blazoned blasphemies. When she would wreak subtler harm, she becomes an ugly crone with fingernails of rusty iron. Entering a rival’s court, she worms her way into the ruler’s inner circle with honeyed words, then pours poisonous advice into his ear. Meanwhile, she spreads rumors and lies throughout the court and the general populace, encouraging treachery and strife. Only in watching her efforts yield the fruit of betrayal does she sincerely smile.

Bleak omens accompany the Vitriolic Dragon when she appears in Creation. A greasy haze obscures the day, and stars wander from their constellations at night. Sheep abandon their shepherds, and cattle break from the herd. In the South, lions quarrel over their kills, while fleets in the West lose their bearings as compasses randomly spin. Jackdaws and kingfishers circle above palaces and ministries, presaging misfortune for the great.

Iyutha serves as brood mother to a score of aerial demon species and countless Demon-Blooded offspring, but she is no loving parent. Meddlesome and cruel, she employs her progeny as pawns in her efforts to destroy her enemies. Hatred comes naturally to her, and her adversaries are legion, comprising all who have ever given her offense over the Ages.


(Obscurity 2/5) Some sorcerers conjure Iyutha to ravage their foes with claws and vitriol, while others call her forth to poison the hearts of their enemies’ courts. She sometimes wrests herself free of the demon prison when the cruelty of a tyrannical parent or elder drives a child to parricide. For each month she does not betray someone whose trust she has won, she gains a point of Limit.


Essence: 6; Willpower: 8; Join Battle: 8 dice
Personal Motes: 110
Health Levels: -0x5/-1x8/-2x8/-4x4/Incap.


To destroy love, beauty and order.


Defining Tie: Madelrada (Obedience)
Defining Principle: Duplicity is at the heart of everything (Treachery)

Major Tie: Her demon offspring (Exploitation)
Major Principle: Ruin is the purest gift, and will be given freely to all (Ruination)
Major Tie: War (Enjoyment)


Combat Movement: 8 dice (12 dice while airborne)
Attack (Claw): 11 dice (damage 14, minimum 4) [Tags: Lethal]
Attack (Grapple): 10 dice (11 dice to control)
Dragon’s Suspire: 10 dice (damage 10L, minimum 5) [Tags: Lethal, Thrown/spit Medium, Flame, Special] (Iyutha’s Dragon’s Suspire is an unblockable gout of tainted black vitriol that rots flesh and scores both metal and stone.)
Evasion (Dodge) 3 (5 while airborne), Parry 5
Soak/Hardness: 15/9 (draconic scales)


Flying maneuvers: 12 dice
Demonic Lore: 5 dice
Senses: 6 dice
Resist Poison/Illness: 7 dice
Read Intentions: 8 dice
Social Influence: 8 dice
Resolve 4
Guile 5


Bureaucracy - Corruption
Presence - In Dragon Form
Thrown - Dragon’s Suspire


Language ● Old Realm (Native)
Language ● Low Realm
Language ● High Realm
Language ● Seatongue
Language ● Skytongue
Cult ●● (Iyutha's worship comes mostly from infernal cultists in Creation and also from misguided humans who pray to her, hoping to gain her favor in warfare or a boon to their next combat.)
Sanctum ●●●
Resources ●●●● (The Vitriolic Tithe)

Terrifying Vitriolic Presence: Anyone who looks upon the vitriolic dragon is treated as having a Minor Tie of fear towards it for purposes of social influence rolls.


Offensive Charms

Principle of Motion (10m, 1wp; Reflexive; Instant; Essence 2): Iyutha moves with blinding speed, taking a flurry without the usual restrictions—it can flurry two of the same action if desired, and it ignores the usual penalties to dice pools and Defense.

Infernal Might Unleashed (2m+; Reflexive; Instant; Essence 4): Iyutha may add up to three successes to any roll at a cost of two motes per success. If she is either upholding an Intimacy, spending Willpower to add a success to the roll, or paying for a Charm that enhances it, she may instead purchase up to five successes.

Destructive Force (3m or 1i; Supplemental; Instant; Essence 1): The vitriolic dragon adds three bonus successes on a feat of strength to destroy an object or obstacle.

Bane Weapon (5m; Supplemental; Instant; Essence 3): Attacks supplemented by this Charm do aggravated damage. If the spirit’s attack is useful against objects,it instead ignores the object’s soak and Hardness. The limited nature of this Charm deserves special mention, as aggravated damage is particularly dangerous. There is no All-Encompassing Bane Weapon Charm; every spirit with Bane Weapon can inflict aggravated damage only upon a narrow range of creatures. Iyutha can only deal aggravated damage to her most recent sworn enemy or most recently gained negative intimacy.

Defensive Charms

Miscellaneous Charms

Hurry Home (10m, 1wp; Simple; Instant; Essence 1): The demon fades away and vanishes on its next turn, drawn instantly to its summoner’s side. This Charm is unavailable when the demon is unbound.

Materialize (50m, 1wp; Simple; Instant; Essence 1): A pool of brown muck mixed with vitriol starts to grow until a small pond of the toxic liquid is present. Iyutha grows into her physical form, up and out of the vile liquid.

Measure the Wind (5m; Simple; Instant; Essence 1): Iyutha is able to read the nature of anyone who is the victim of a deception or is involved in armed conflict.

Form Reduction Technique (1m; Simple; Essence 5; Keywords: Shaping; Duration: Indefinite): Iyutha assumes an aged mortal form. The spirit compacts its substance into a smaller shape; this shape doesn’t usually have traits or significantly useful qualities that the spirit could not otherwise call upon—it thus becomes the lesser creature in all respects, and could be a lower-Essence spirit, mortal, animal or any other living thing. This Charm can’t emulate specific creatures; it mimics certain types of creatures or creates new ones. Unlike other Eidola, Form Reduction Technique actually remakes the spirit in every way that matters. No senses, spiritual or otherwise, will perceive the spirit as anything but what it’s become. This isn’t an Illusion effect. Short of extrapolation based on considerable knowledge of a given spirit—its exact speech patterns, for instance—there’s no way anyone can figure out the deception. Picking up those subtle cues requires a successful (Perception + Occult) roll, suffering an external penalty of the spirit’s (Essence + Occult + Conviction).

Weather Control (10m; Reflexive; Essence 3; Duration: Essence hours): The spirit manipulates nearby weather in a seminatural way. For the first scene, the spirit “mildly” affects the weather within a one-mile radius. The next scene, the spirit intensifies the weather within this zone by one level of severity (see chart), creating a “mild” zone around that for another mile. This continues till the weather reaches its maximum radius: one mile per Essence dot. The spirit need not intensify the weather to expand its radius. Excellent thaumaturgy or a spirit with greater Essence and Weather Control could both counteract this Charm. Spirits who commonly regulate an area’s weather have the appreciation of Heaven’s Celestial Monitors of the Seasons and Weather. Others, without such permission, might attract the Bureau’s ire.

Iyutha specifically summons storms.

Charms in progress:

Affinity (Element) Control—All-Encompassing; Air,

Cost: 6m; Mins: Essence 2; Type: Simple
Keywords: Elemental, Obvious, Stackable
Duration: One scene
The spirit has considerable control over a particular
element. The spirit may manipulate (Essence) barrels
worth of that element equal within (Essence x 10)
yards. Every action, each barrel can be used to one of
a number of effects.
• Elemental Corruption/Purification—The spirit makes
its element poisonous, changing sand into toxic salt,
befouling waters, etc. The Damage is 1L/minute and the
Toxicity is 1. Every additional barrel committed to the
poison adds 1 to the damage and 1 to the Toxicity. This
poison is only dangerous if internalized. Every barrel
contains 100 doses of this poison. With the purification
effect, the spirit may cleanse its element, removing
poisonous qualities. The spirit may also cleanse its element
of diseases with Virulence less than the spirit’s
Essence. These effects are permanent.
• Elemental Damage—Every barrel adds 1 to the damage
of the spirit’s attacks.
• Elemental Hazard—The spirit creates an environmental
hazard from its element. This hazard has a damage
of 1L/minute and a Trauma of 1L. Every additional
barrel committed to the hazard adds 1 to the damage
and Trauma. Barrels of the element committed to an
already existing hazard enhance it in the same way
or add the L tag to the hazard’s trauma. This effect
supersedes the effects of Elemental Expression (see p.
170) and cannot be combined with hazards created or
enhanced by other spirits.
• Elemental Material—The spirit may manipulate its
element as though it were a much more useful material.
The spirit’s Craft score for this is limited to its
Conviction, but it requires no tools, and what would
take scenes takes only actions. If the material is solid,
then it remains after the Charm expires.
• Elemental Resistance—Every barrel adds 1 to the
character’s bashing, lethal and aggravated soak values,
or triple that amount against damage from the same
element. This soak counts as armor.
• Elemental Weapon—The spirit may launch attacks
with its element, rolling (Wits + Conviction) to hit.
This attack has Speed 5, Accuracy +1, base Damage 3B
or 3L and a Rate of 1. Every additional barrel committed
to an attack adds 1 to the Accuracy and Rate and
3 to the damage. Some spirits may make special attacks
with the elements that they control, such as grapples or
disarms, and other can even use their element to make
ranged Athletics actions.
Not every spirit can perform every function of the

(Element) Dragon’s Embrace—Vitriol; Incites corrosive

Cost: 10m; Mins: Essence 2; Type: Simple
Keywords: Elemental, Holy, Emotion, Illusion, Obvious,
Shaping, Sickness, Touch
Duration: One scene
The spirit adjusts the target’s core Essence balance in
favor of one element, Celestial Incarnae or Primordial.
The effects are somewhat positive—but ultimately, any
such imbalance is unhealthy, even when administered
benevolently. As a result, this power can be used as a
curse against unwilling targets, in which case it follows
Curse guidelines (see p. 165).

Potential effects include the following:

• Eliminating the normal penalty for having 0 dots in
any Ability associated with the element in question
• Removing the mote surcharge from certain elementally
aspected Charms
• Removing the penalty associated with working one
magical material
• Fooling certain powers that can ascertain elemental
• Variously altering Charm effects that have the Holy
or elemental descriptor
• Increasing Essence respiration in appropriately
aspected areas by one mote per hour, which might
thereby allow respiration in places where it wasn’t
previously possible

Stranger and more powerful effects are possible,
especially when esoteric creatures or other gods are
infused. Most gods possess a version of (Element)
Dragon’s Embrace capable of producing only one of
the above effects; some can use two or three.
For every positive effect granted by this Charm,
the target suffers an emotional or mental imbalance
of some sort. These take the form of Illusion or
Emotion effects that occasionally force the target’s
player to spend one Willpower lest they dramatically
manifest. They might influence a character into acting
strangely—perhaps out of uncontrollable, fiery rage—or based on incorrect beliefs—perhaps due to
wispy, airy hallucinations.

Some spirits, especially elementals and servants
of the Celestial Incarnae, seem to spring into being
with the effects of this Charm as a permanent part of
their existence.

Geas—Compels betrayal
Cost: 10m, 1wp; Mins: Essence 5; Type: Supplemental
Keywords: Crippling, Social
Duration: One month
The spirit makes a normal social attack to persuade
the target to do something; if the attack is successful,
the target may still spend Willpower to shrug off the
Mental Influence, but her soul cannot. Every day the
target doesn’t spend working toward the spirit’s stated
end, she suffers a Crippling effect. (For many spirits,
including most Celestial censors, this drains the target
of one Willpower and one bashing health level.) The
losses can’t be recovered while the target isn’t working
toward her geas, and only begin coming back a day after
she starts. “Working toward her goal” means the character
spends more effort than she is used to spending, even on
important endeavors, to pursue the geas. She can only stop
to eat, sleep or rest for a few hours a day. The target must
sacrifice one Willpower and one bashing health level to
take any action that significantly distances her from the
geas, and she won’t recover that damage on that day. At
the end of the month, if the target hasn’t done her duty,
she suffers as if she missed (spirit’s Essence) days.
Spirits choose geasa carefully; the wording must
be very simple to work at all, and clever targets have
twisted geasa in the past. Targets can’t be geased to
perform deeds that they couldn’t reasonably complete
within the month. Social attacks that are unacceptable
orders will also fail unless the spirit can make a target
accept unacceptable orders.

Hoodwink—Vile whispers or the maddening markings
on her wings

Cost: Varies; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Social
Duration: Instant
With a thousand tricks, the spirit overloads the
target’s mind. The spirit spends as many motes as it
wants. It then counts (motes spent) successes on a special
social attack, which can only be made during the
tick that an opponent acts, and can only be defended
against by the target’s Dodge Mental Defense Value.
If the spirit is successful, the target suffers a (spirit’s
Essence) internal penalty to all actions that tick. On
a threshold of 5, the target becomes Inactive; at 7, the
target forgets where he is and what he was doing, and
cannot recall anything about the past scene. This most
potent effect usually fades after the target takes (spirit’s
Essence) actions, but mortals must spend one Willpower
before they can begin to recover at all. Finally, until
the target’s next action, he must make a (Perception +
Awareness) roll with a difficulty equal to the threshold
to perceive any of the spirit’s attacks against him.
The spirit gains one bonus success if this Charm
is used within a social timeframe, and another if the
target is taking any actions that don’t focus on the spirit
specifically. Because Hoodwink is only tiny tricks, the
target may spend one Willpower to double his Mental
Defense Value against this attack.

Memory Mirror—Secret failures and stifled ambitions
Cost: 5m; Mins: Essence 2; Type: Reflexive
Keywords: None
Duration: Instant
The spirit finds what it seeks in the target’s mind.
The spirit attempts to read her per Reading Motivation
(see Exalted, p. 131), but actually reads something
besides Intimacies and Motivation, such as a memory.
Unless the target’s Essence exceeds the spirit’s, the
Reading Motivation check receives (Compassion)
automatic successes.

Mind-Knife Sacrament—Wears away Virtues; perverts
memories and Intimacies

Cost: 10m; Mins: Essence 3; Type: Simple
Keywords: Combo-Basic, Social, Touch, Training
Duration: Instant
Mind-Knife Sacrament reshapes the target’s mind.
This Charm works only if the spirit is able to repeatedly
and freely touch the target during the social action,
which requires either restraining the target, or trust.
The spirit issues a social attack using ([Charisma or
Manipulation] + Temperance), which only the target’s
Dodge Mental Defense Value may defend against.
Successes may seal off or bestow Abilities, Virtues,
Intimacies or memories, or bestow priesthood. Sealed
traits cannot be used as prerequisites for Charms, and
characters who lack the prerequisites for their Charms
lose access to those powers.
• Ability dots may not be raised by more than 1, and
may not be caused to exceed the spirit’s own. They can
be reduced to as low as 0. Ability dots require three
successes per dot to add or remove.
• Virtue dots also require three successes per dot to
add or remove, but the spirit’s own Virtues are not a
• Intimacies cost one success per scene’s worth of building
or eroding the Intimacy, and the spirit must possess
the Intimacy, or a similar one, to bestow it.
• Memories cost one success per scene’s worth of
memory. Removing elements from larger sections of time
requires five successes. Rewriting life-long memories
requires 10 successes.
• Priesthood costs five successes.
Raising a target’s traits puts the target into experience
debt per normal for training effects.
Large-scale revisions to a target’s mind are
possible because repeated uses of this Charm are
cumulative; however, every success applied to the
target saps one Willpower from the target, or deals
one unsoakable aggravated level of damage if the
target runs out of Willpower. When this Charm is
used to lower traits, the effects of this Charm are
temporary. Every time the target dreams, and every
time she is placed in a new situation in which her
old mind has an opportunity to resurface, such as a
warrior who has lost Melee wielding a new familiar
weapon, the target automatically rolls (Wits + Integrity).
Successes on this roll negate the Charm’s
successes that have been applied to her. Mortals
suffer a -1 external penalty to this roll.
The roll for this Charm suffers a cumulative -1
external penalty for every use on a single target. These
negated successes still damage the target.

Natural Prognostication—Omens accompany the Vitriolic

Cost: 1m; Mins: Essence 1; Type: Reflexive
Keywords: None
Duration: Instant
The spirit’s words and actions casually reveal
fate’s plans. This Charm activates automatically when
the spirit encounters a character or region for which
Heaven has a weighty plan. The Charm reveals the
preplanned fates of those with the Destiny Background
(see Scroll of the Monk, p. 151), though the Charm
cannot determine the Background’s strength. Natural
Prognostication also senses the effects of ascending or
descending destinies caused by Sidereal astrology.
Cost: 5m, 1wp; Mins: Essence 2; Type: Reflexive
Keywords: None
Duration: Instant
When the spirit invokes this Charm, the spirit’s
player makes a single Awareness roll pertinent to the
spirit’s domain’s status or interior (if the domain is a
location). The Charm adds (Compassion) automatic
successes to the roll, and the spirit may count its priests’
senses as part of its domain. The spirit can explicitly
notice anything within its domain that the Storyteller
deems noticeable—even things beyond the reach of
its normal senses.

Signet of Authority
Cost: 5m; Mins: Essence 1; Type: Simple
Keywords: Obvious, Shaping, Touch
Duration: One scene
The target is marked by the spirit’s sigil (though the mark may only be visible to senses that penetrate the immaterial) and can give orders in its name. She’s much less likely to be attacked by the god’s inferiors, and may spend one Willpower to call upon the Mandate of Subordination (see p. 169) and give an order that such an inferior must follow, as long as it’s seen the signet on the target.

Subtle Whisper—Silently urges disloyalty

Cost: 5m; Mins: Essence 1; Type: Supplemental
Keywords: Combo-OK, Social
Duration: One scene
A spirit supplementing an attempt at natural mental
influence with Subtle Whisper won’t obviously be the
source of the influence. The spirit might roll to make
a target calmer when it sees her enter its temple, for
instance. Characters resisting the attempt with one
Willpower may attempt to determine the source of this
feeling; realizing that a social attack came from a divine
source requires success on a (Perception + Occult) check
with an external penalty of the spirit’s Temperance.
Subtle Whisper may be used by immaterial spirits
against material targets.


Excellent Demonic Martial Arts
Excellent Demonic Investigation
Excellent Demonic Socialize
Excellent Demonic War
Excellent Demonic Bureaucracy
Excellent Demonic Performance
Excellent Demonic Presence
Excellent Demonic Resistance

*Note - This is a homebrew 3E conversion.

1. Compass of Celestial Directions: Malfeas, pp. 128-129
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