Discorporate?


Age of Worms Adventure Path


Spoilers...

One of Kyuss' listed Special Qualities is "Discorporate" but there is no description of this power in his stat block. Help! What does "Discorporation" do?

Not that I think Kyuss needs an extra power. I'm going to have to role up some 20th level characters and pit them against Kyuss as a test drive. Even if they PC's play all the right cards and reduce his power before confronting Kyuss I can see him killing at least one PC a round with the "Engulf" power. The Sphere of Annihilation wouldn't work too well because he's actually a swarm and the PC's will only get one round to use it because he'll cast "Gate" on it the first chance he gets... Sorry, I'm ranting. Kyuss is just so freak'in scary (nice quote by H.P. Lovecraft in the front - that'll help me sleep at night!).

Right, anyway, "Discorporate" - what's that all about?

Cheers,
C.


Pathfinder Adventure Path Subscriber

Kyuss has the Worm That Walks template from The 3.0e Epic Level Handbook. Take a look at the page for Worm That Walks on The Hypertext d20 SRD website:

www.d20srd.org/srd/epic/monsters/wormThatWalks.htm

“Worm that walks” is a template that can be added to any evil wizard or sorcerer. It uses all the original character’s statistics, special abilities, and equipment, except as noted here.

The character’s type changes to aberration (it is a creature composed of hundreds of discrete crawling worms).

Discorporate (Ex)
If gravely threatened, a worm can discorporate as a free action, simply falling into a pile of individual vermin that slither quickly away. So long as any of the component vermin survive, they can breed and create a new body to house the wizard’s intelligence and personality. Discorporating is a dangerous tactic, because once separated, the vermin are treated no differently than other vermin. Also, the worm stands a good chance of losing all its equipment. However, discorporation almost assures that at least one maggot (if not dozens) will manage to crawl away, and so provide for the worm’s continued existence.

Engulf (Ex)
A worm that walks can choose to engulf an opponent who is no more than one size category larger than itself. The worm attempts to embrace its victim, and with a successful melee touch attack, the victim is immediately swallowed up and surrounded by a mass of vermin, taking 100 points of damage. A victim who spends a full-round action can break free of the embrace and move up to half its speed away from the worm if desired, but can do nothing else. Otherwise, each round a victim remains embraced, it takes another 100 points of damage. Constructs are immune to this attack.

Frightful Presence (Su)
When a worm that walks engulfs a victim, witnesses must make a Will save (DC 10 + ½ the worm’s HD + the worm’s Cha modifier). Those who make the save are shaken. Those who fail by 5 or fewer points are frightened. Those who fail by 6 to10 points are panicked. Those who fail by 11 or more points are cowering. All these conditions last for 1d4 rounds. Those who have seen a worm use this attack before gain a +5 bonus on their saving throws. The victim of the worm’s engulf attack has a -5 penalty on his or her saving throw.

Immunities (Ex)
A worm that walks has no discernable anatomy, so it is not subject to critical hits or flanking.

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