Krimm_Blackleaf
2008-02-03, 01:18 AM
Lesser Worms that Walk
http://www.wizards.com/dnd/images/ElderEvils_Gallery/111211.jpg
Edwin Tolstoff, a lesser worms that walk.
One of the most horrible creatures in the multiverse is the creature known as the Worms that Walk. This elder evil is a scourge on all life as it will stop at nothing to destroy all it wishes to. Some depraved or unlucky individuals can become lesser avatars of this monster, either by force or by their own willingness to.
Most worms that walk live outside of any society, living in their own lairs by themselves with their depraved experimentations and studies. Usually, when a worms that walk encounters a commoner, they react unfavorably and will run off screaming or try to slay the worms that walk, for this reason many worms that walk invest in spells to disguise their appearance or even things as simple as heavy robes and masks to put over their wormy faces.
Creating a Lesser Worms that Walk
"Worms that walk" is a template that can be added to any corporeal arcane spellcaster of nongood alignment with a caster level of 11th or better. It uses all the original character’s statistics, special abilities, and equipment, except as noted here.
Type
The creature's type changes to aberration(it is a creature composed of hundreds of discrete crawling worms). You gain the augmented subtype. Do not recalculate BAB, base saves or skill points.
Hit Dice
Change all current and future racial hit dice into d8's.
AC
The skins of the worms that compose your body are slightly tougher than the skin that that used to compose your body. You get a +2 natural armor bonus to AC.
Speed
A worms that walk gain a burrow speed of 15 feet. This does not allow them to move through any solid materials, such as stone or metal but it does allow them to pass through soil, sand or gravel without trouble.
Attack
A worms that walk gain a natural slam attack, with damage based on size. A worms that walk retains the ability to wield normal weapons, but not while discorporated(see below). If using a weapon, the slam is a secondary attack and adds only half his strength modifier to damage with it.
Damage
A worms that walk's natural slam attack deals damage based on size(1d4 for small, 1d6 for medium, 1d8 for large and so on). If using a weapon, the slam is a secondary attack and adds only half his strength modifier to damage with it.
Special Attack
A worm that walks retains all the character’s special attacks. It also gains one special attack, worm-smite.
Worm-Smite(Ex): Once every five rounds, a worms that walk can make a touch attack to deliver a worm-smite. A creature struck by this attack must succeed on a Reflex save(DC 10+half HD+Cha modifier) or be become covered in ravenous worms. On the worms that walk's next turn and every turn thereafter, the target takes 1d8 points of slashing damage for every 2 HD you have per round, as the worms consume the target's flesh and burrow into it's organs. The worms remain until destroyed or removed--or until the target is slain, indicating the worms have devoured their victim.
A target can use a full-round action to attempt to remove the hungry worms. Escaping requires a Reflex save(DC 10+half HD+Con modifier). Rolling on the ground--and this crushing the worms--provides a +2 circumstance bonus on the save. Dealing at least 20 points of fire damage destroys the worms, but deals the same amount of damage to the victim as well. Conjuration (teleportation) spells or spell-like effects can also extricate the target from the worm-smite.
Constructs, elementals, oozes, and creatures of the incorporeal subtype are immune to this ability.
Special Qualities
A worm that walks retains any special abilities it had in life and gains those mentioned below.
Blindsight(Ex): A worms that walk gain blindsight out to 20 feet as each worm feels the vibrations in the ground, air or water around them.
Discorporate(Ex): As an immediate action, a worms that walk can discorporate, collapsing into a pile of slithering vermin. You now count as a centipede swarm with as many hit points as normal and without poison. Your form is not actually centipedes though, but worms. In the round when the use this ability, the worms fall to the ground, filling their space. Unless each worm is destroyed within 1 round, the writhing worms burrow into the earth or slither away(if you choose). As long as any component vermin of the worms that walk, the worms that walk can, within 24 hours, breed and create a new body to house the malicious essence.
Immunities(Ex): A worms that walk has no discernable anatomy, so it is not subject to critical hits, sneak attack and precision damage or flanking. Because they are composed of so many individual creatures, they are immune to injury and contact poisons.
Spell Resistance(Su): You gain spell resistance equal to 10+your arcane caster level.
Saves
Same as base creature.
Abilities
Same as base creature.
Skills
Same as base creature, except that a worm that walks receives a +4 racial bonus on Hide, Survival, Listen, and Move Silently checks.
Feats
Same as base creature.
Challenge Rating
Same as base creature +2
Level Adjustment
Same as base creature +3
http://www.wizards.com/dnd/images/ElderEvils_Gallery/111211.jpg
Edwin Tolstoff, a lesser worms that walk.
One of the most horrible creatures in the multiverse is the creature known as the Worms that Walk. This elder evil is a scourge on all life as it will stop at nothing to destroy all it wishes to. Some depraved or unlucky individuals can become lesser avatars of this monster, either by force or by their own willingness to.
Most worms that walk live outside of any society, living in their own lairs by themselves with their depraved experimentations and studies. Usually, when a worms that walk encounters a commoner, they react unfavorably and will run off screaming or try to slay the worms that walk, for this reason many worms that walk invest in spells to disguise their appearance or even things as simple as heavy robes and masks to put over their wormy faces.
Creating a Lesser Worms that Walk
"Worms that walk" is a template that can be added to any corporeal arcane spellcaster of nongood alignment with a caster level of 11th or better. It uses all the original character’s statistics, special abilities, and equipment, except as noted here.
Type
The creature's type changes to aberration(it is a creature composed of hundreds of discrete crawling worms). You gain the augmented subtype. Do not recalculate BAB, base saves or skill points.
Hit Dice
Change all current and future racial hit dice into d8's.
AC
The skins of the worms that compose your body are slightly tougher than the skin that that used to compose your body. You get a +2 natural armor bonus to AC.
Speed
A worms that walk gain a burrow speed of 15 feet. This does not allow them to move through any solid materials, such as stone or metal but it does allow them to pass through soil, sand or gravel without trouble.
Attack
A worms that walk gain a natural slam attack, with damage based on size. A worms that walk retains the ability to wield normal weapons, but not while discorporated(see below). If using a weapon, the slam is a secondary attack and adds only half his strength modifier to damage with it.
Damage
A worms that walk's natural slam attack deals damage based on size(1d4 for small, 1d6 for medium, 1d8 for large and so on). If using a weapon, the slam is a secondary attack and adds only half his strength modifier to damage with it.
Special Attack
A worm that walks retains all the character’s special attacks. It also gains one special attack, worm-smite.
Worm-Smite(Ex): Once every five rounds, a worms that walk can make a touch attack to deliver a worm-smite. A creature struck by this attack must succeed on a Reflex save(DC 10+half HD+Cha modifier) or be become covered in ravenous worms. On the worms that walk's next turn and every turn thereafter, the target takes 1d8 points of slashing damage for every 2 HD you have per round, as the worms consume the target's flesh and burrow into it's organs. The worms remain until destroyed or removed--or until the target is slain, indicating the worms have devoured their victim.
A target can use a full-round action to attempt to remove the hungry worms. Escaping requires a Reflex save(DC 10+half HD+Con modifier). Rolling on the ground--and this crushing the worms--provides a +2 circumstance bonus on the save. Dealing at least 20 points of fire damage destroys the worms, but deals the same amount of damage to the victim as well. Conjuration (teleportation) spells or spell-like effects can also extricate the target from the worm-smite.
Constructs, elementals, oozes, and creatures of the incorporeal subtype are immune to this ability.
Special Qualities
A worm that walks retains any special abilities it had in life and gains those mentioned below.
Blindsight(Ex): A worms that walk gain blindsight out to 20 feet as each worm feels the vibrations in the ground, air or water around them.
Discorporate(Ex): As an immediate action, a worms that walk can discorporate, collapsing into a pile of slithering vermin. You now count as a centipede swarm with as many hit points as normal and without poison. Your form is not actually centipedes though, but worms. In the round when the use this ability, the worms fall to the ground, filling their space. Unless each worm is destroyed within 1 round, the writhing worms burrow into the earth or slither away(if you choose). As long as any component vermin of the worms that walk, the worms that walk can, within 24 hours, breed and create a new body to house the malicious essence.
Immunities(Ex): A worms that walk has no discernable anatomy, so it is not subject to critical hits, sneak attack and precision damage or flanking. Because they are composed of so many individual creatures, they are immune to injury and contact poisons.
Spell Resistance(Su): You gain spell resistance equal to 10+your arcane caster level.
Saves
Same as base creature.
Abilities
Same as base creature.
Skills
Same as base creature, except that a worm that walks receives a +4 racial bonus on Hide, Survival, Listen, and Move Silently checks.
Feats
Same as base creature.
Challenge Rating
Same as base creature +2
Level Adjustment
Same as base creature +3