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Worm that Walks [H]appy is the tomb where no

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Worm that Walks [H]appy is the tomb where no
Worm that Walks

“[H]appy is the tomb where no wizard hath lain, and happy the town at night whose wizards are all

ashes. For… the soul of the devil-bought hastes not from his charnel clay, but fats and instructs the very

worm that gnaws; till out of corruption horrid life springs, and the dull scavengers of earth wax crafty to

vex it and swell monstrous to plague it. Great holes secretly are digged where earth's pores ought to

suffice, and things have learnt to walk that ought to crawl.”

H.P. Lovecraft, “The Festival”



A Worm that Walks is a revolting entity created when the sentience of a deceased evil spellcaster (arcane or

divine) is transferred to the worms or maggots that feed on its corpse. Its body is composed of hundreds of such

vermin, constantly writhing yet somehow maintaining a vaguely humanoid shape. Typically, it disguises itself when

going abroad from its lair, usually with a large hooded cloak and mask.



Creating a Worm that Walks

“Worm that Walks” is a template that can be applied to any evil spellcaster (typically a Small to Large-sized

humanoid or monstrous humanoid), referred to hereafter as the “base creature.” The creature's type changes to

“undead.” It uses all of the base creature's statistics and attacks except as noted here:

Hit Dice: Increase to d12.

Speed: Same as base creature

AC: Same as base creature

Attacks: A worm that walks gets a slam attack if it did not already have one; damage is either as the original

slam attack or based on the following table:

Size Damage

Fine 1

Diminutive 1d2

Tiny 1d3

Small 1d4

Medium-size 1d6

Large 1d8

Huge 2d6

Gargantuan 2d8

Colossal 4d6

Special Attacks: A worm that walks retains all the special attacks of the base creature, and gains the following:

Engulf (Ex): When it wishes, a worm that walks can choose to engulf an opponent no more than one size

category larger than itself. The worm attempts to embrace a victim, and on a successful melee touch attack, the

victim is swallowed up and surrounded by a mass of vermin. A victim can escape the embrace by taking a full-round

action and moving at half speed away from the mass, but can do nothing else; otherwise he will continue to take

damage every round. This attack deals damage based on the following table:

Size Damage

Fine 1d2

Diminutive 1d3

Tiny 1d4

Small 2d4

Medium-size 3d4

Large 4d6

Huge 4d8

Gargantuan 5d8

Colossal 5d10

Special Qualities: A worm that walks retains all the special qualities of the base creature and gains those listed

below:

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to

critical hits, subdual damage, ability damage, or energy drain.

Vulnerability (Ex): Unlike normal undead, a worm that walks is subject to death by massive damage if it comes

from a source that attacks all their comprising vermin (see above), but they are usually intelligent enough to avoid

such attacks by tactics, counterspells, or discorporation (see below).

Damage Reduction (Ex): All weapons, magical or mundane, deal only their minimal damage to a worm that

walks. However, they are vulnerable to environmental and elemental hazards, magical or otherwise, that attack all

their component vermin simultaneously (such as a fireball or ice storm).

Frightful Presence (Su): Witnesses to a worm's engulf attack must make a Horror check with a DC of 10 + 1/2

the worm's HD + the worm's Charisma bonus. The victim of the engulf attack gets a –2 to his save.

All-around Vision (Ex): Because of the mass of vermin making up its body, a worm that walks can see from any

direction, giving it an effective +4 to Search and Spot checks. It also cannot be flanked.

Discorporate (Ex): If gravely threatened, a worm that walks can discorporate as a free action, simply falling

into a pile of vermin who slither quickly away (at double speed). If any component vermin survive they can breed

and create a new body to house the evil spirit.

Mute (Ex): A worm that walks is mute; however, they gain the Silent Spell feat if they do not have it already.

Tremorsense (Ex): A worm that walks can automatically sense the location of anything within 60 feet that is in

contact with the ground

Saves: Same as base creature

Abilities: A worm that walks has no Constitution score, but otherwise retains its original abilities.

Skills: As base creature, plus a worm that walks gains +7 to Hide and Move Silently checks.

Feats: See above

Climate/Terrain: Any land or underground

Organization: Solitary

Challenge Rating: Same as base creature +2

Treasure: Standard

Alignment: As base creature

Advancement: As base creature



Sample Worm that Walks

This example uses an 8th-level human sorcerer as the base creature.

Worm that Walks

Medium-Sized Undead

Hit Dice: 8d12 (52 hp)

Initiative: +2 (+2 Dex)

Speed: 30 ft.

AC: 12 (+2 Dex)

Attacks: Slam +4 melee or by spell

Damage: Slam 1d6-1 or by spell

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Engulf 3d4

Special Undead, vulnerability, damage reduction, frightful presence, all-around vision, discorporate, mute,

Qualities: tremorsense.

Saves: Fort +4, Ref +5, Will +8

Abilities: Str 8, Dex 14, Con —, Int 10, Wis 12, Cha 17

Skills: Spellcraft +11, Concentration +11, Knowledge (arcana) +11, Hide +12, Move Silently +12, Search

+9, Spot +9

Feats: Toughness, Improved Initiative, Combat Casting, Silent Spell



Combat

The Worm that Walks avoids direct combat (even with its vulnerabilities), preferring to rely upon spells and

summoned minions (if any).The Will save against this creature's frightful presence has a DC of 17.

Arcane Spells (6/7/7/6/3): Saves against this creature's spells have a DC of 13 + spell level.

Challenge Rating: 10



Crawling Ones

On rare occasions, a creature of this type will be composed of some other form of vermin because of the

circumstances of its death and burial: for example, there are rumors of a horrible creature in Har'Akir whose body is

a writhing mass of scorpions, and an evil clergyman entombed in a Sourange mausoleum might be composed of

spiders. These crawling ones add poison damage to their engulf attack, with the damage and DC of the save against

the poison equivalent to that of a monstrous vermin of the size of the overall crawling one (so the engulf attack of

the Har'Akir scorpion beast might deal poison damage as a Medium monstrous scorpion). See the Vermin entry in

the Monster Manual for listings of monstrous vermin poison effects.



Variant Worm that Walks

Some prefer to think of the Worm that Walks not as a undead spirit controlling a mass of worms but as vermin

themselves somehow having absorbed the intelligence of the evil being and forming a hive mind. If this is preferable

to you, make the following changes to the above template:

Hit Dice: Increase to d8.

Special Qualities: Replace the first two special qualities in the list with the following:

Vermin: Immune to mind-influencing effects. A worm that walks also has darkvision (60 feet).

Invulnerabilities (Ex): Not subject to critical hits, subdual damage, ability damage, or energy drain.

Abilities: Same as base creature

Challenge Rating: Same as base creature +1



Sample Variant Worm that Walks

Worm that Walks (Variant)

Medium-Sized Undead

Hit Dice: 8d8+8 (44 hp)

Initiative: +2 (+2 Dex)

Speed: 30 ft.

AC: 12 (+2 Dex)

Attacks: Slam +4 melee or by spell

Damage: Slam 1d6-1 or by spell

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Engulf 3d4

Special Qualities: Vermin, invulnerabilities, damage reduction, frightful presence, all-around vision, discorporate,

mute

Saves: Fort +4, Ref +5, Will +8

Abilities: Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 17

Skills: Spellcraft +11, Concentration +11, Knowledge (arcana) +11, Hide +12, Move Silently +12,

Search +9, Spot +9

Feats: Toughness, Improved Initiative, Combat Casting, Silent Spell

Challenge Rating: 9


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