TorctheOrc
|
Yikes!!!
The Eye of the Wormgod! I like it! Now I can dust off that beholder miniature that I have been dying to use. Did I say dying? Hehhehheh...
To respond to your query - no I had not invented any new worminess for my AOW campaign - but now that you have inspired me I will to give it some thought.
I have always been intrigued by the Tauric template from MMII. Perhaps I could combine the two. A tauric, worm-touched some such...hmmmm
| Peruhain of Brithondy |
I believe there was an earlier thread on this topic, so you might want to dredge the archives.
I had an idea for an even more insidious version of the Kyuss worm called a thrall worm. Instead of killing the host right away, it works very gradually, and is a bit like a symbiont in having to make checks to see if it is able to dominate the host. Living thralls of Kyuss are harder to detect than undead ones!
| Thanis Kartaleon |
Hey dungeonblaster,
Whaddaya say you post your creations here?
Looking forward to em!
TK
DM Tools Guild Lieutenant
| Hastur |
I'm adding a Spawn of Kyuss Mob to the Spire, which forms when any living creatures cross the boundary, and disperses 1d4+1 hours later... i.e. it will be part of the "welcome party" that greets the PC's when they get close to the spire...
Spawn of Kyuss Mob: CR 8; G Undead; hp 30d12+3 (198 hp); init +0; move 20; AC 7 (touch 5, flat 7); BAB +15/grapple +31; mob attack 5d6 and Kyuss’s gift (DC25 or diseased, 1 day, 1d6 Con & 1d4 Wis) and create spawn (transfer worm, 1d4 rnds then brain, 1d2 Int); 20x20 ft./0 ft.; Str 18, Dex 9, Con -, Int 6, Wis 10, Cha 10; Fort +9, Ref +8, Will +17; Fear Aura (40’, DC 25, 7 rounds), Expert Grappler, Trample (2d6+6, DC 29); Curative Transformation (remove curse or remove disease, 1 neg level), fast healing 5, turn resistance +2, Mob Anatomy; Stealthy, Toughness, Improved Bullrush, Improved Overrun; Hide -7, Jump +7, Move Silently +5, Spot +3.
Hopefully the stats are about right - I figured they should still have the ability to transfer a worm, but didn't want to boost it through the roof by allownig the mob to transfer multiple worms in one hit.
| dungeonblaster |
Hey dungeonblaster,
Whaddaya say you post your creations here?
Looking forward to em!
TK
DM Tools Guild Lieutenant
Will do, once I finish 'em!
| Rakshaka |
I couldn't resist this thread since my PCs are about to fight Brazzemal then enter the Wormcrawl where all number of Favored Spawn of Kyuss make their lair. This is what I've done so far:
-Wormsphere (kind of like what's posted above): Favored Spawn of Kyuss Hive Mother Beholder (Lords of Madness) CR 19
-Wormhulk: Favored Spawn of Kyuss Advanced Umberhulk- CR 18
-Kyuss's Hunger: Evolved Favored Spawn of Kyuss Flesh Jelly (MM2)- CR 22
-Wormshrieker: In mine, Vermirox and co. storm the palace and at the end of the adventure come out with Achimae's head, which is later used as the necromantic base for the guardian of the entrance to the tabernacle...Favored Spawn of Kyuss Crawling Head (Fiend Folio), CR 23.
If anyone wants the stats, let me know and I'll post them.
| Rakshaka |
Ok, here's one: "This abomination resembles an enormous, hulking heap of shivering, decaying flesh. The skin stretches in on itself as thousands of green worms writhe in and out of the grotesque ooze's surface."
Kyuss's Hunger: Evolved Favored Spawn of Kyuss Flesh Jelly (CR 23)CE Gargantuan Undead (Dragon 336, Monster Manual 2)
*Init -2 *Blindsight 60' *Aura: Fear (CL-7th)40' radius Will DC 27, *Stench: 50' radius, Fort DC 25 or nauseated 2d6 rounds)
*AC 5, Touch 5, Flat 5, *DR 10/Silver *HP 237 (18HD) *Fast Healing 5, Fort +12 Ref +4 Will +2 Undead Traits, Ooze Traits
*Speed 20 *Base/Grapple: +13/+40 *4 Slams +23 (2d8+14)
~Attack Options~ *Spell-like ability:Haste 1/day, CL 18 *Engulf: Move over, Attack of Opportunity or Reflex 33 to avoid. Automatic slam and disease, considered grappled. *Absorb: 1 rd after engulfed, DC 25 Fort or death. *Worm Infested: Reflex DC 33 when attacking with light, unarmed, or natural attack or grappling or transfer 1 worm (1d6 while grappling, 2d6 if engulfed). *Disease: Fort 25 or Filth Fever and Fort 11 or Kyuss's Gift. *Create Spawn: Free action, ranged touch +7 or touch +23, transfers one kyuss worm. AC 10, HP 1, 1 dmg for 1d4+1 rds after transfer then 1d2 Int dmg until death) *Infest: Standard action, helpless victim, infest with 2d6 worms.
*Str 38 Dex 6 Con- Int- Wis 3 Cha 5
This is gonna be lurking in the tunnels before the lake of green slime...
| Rakshaka |
Alright, here's another:
WormHulk~ Favored Spawn of Kyuss Advanced Umberhulk
*CE Huge Undead CR 17
*Init: +4 Tremorsense 60' Listen +33
*Aura: Fear 40', Will DC 17 (CL 7), *Gaze: Confusion 30' Will DC 27
*AC 22, touch 8, flat 22 *DR 10/Silver *HP 338(24hd)
*FastHealing 5 *Turn Resist +3 *Fort+19 Ref+6 Will+18
*Speed 20/Burrow 20 *Base +18 Grapple +37
*2 Claws +31 (3d6+15) and Bite +29 (4d6+7)
~Attack Options- *Noxious Breath: 1/1d4 rds, 15' cone, Fort 25 or nauseated 1d4 rds. *Create Spawn: Free action, ranged touch +13 (10') or touch +28, transfers 1 worm (AC 10, hp 1), burrows next round for 1 dmg for 1d4+1 rds, then 1d2 Int dmg. *Foul embrace: Helpless only, standard act, infest 2d6 worms.
*Str 40 Dex 10 Con- Int 12 Wis 15 Cha 17
*Great Fort, Imp. Natural Armorx3, Iron Will, Multiattack, Improved Init, Ability Focus: Gaze
*Sense Motive +8, Climb +25, Jump +17
| Rob Bastard |
I gave Okoral (Raknian's assassin cohort) the Favored Spawn of Kyuss template from Dragon #336 & had him amush the party on the road to Magepoint.
It was the night of the devil attack, so they had already used a number of spells.
Okoral flew in (under invisibility, haste, & resist fire 10) & sneak attacked the paladin (13th level) on watch. Catching the paladin flat-footed, Okoral delivered a number of sneak attacks, dropping him from 108 to 17 hp in one round (lucky for him, I forgot to use Okoral's poison).
The paladin alerted his comrades (wiz 13, clr 12, clr 10, rog 13, & rgr 12/bbn 1, plus paladin's warhorse & ranger's wolf companion) & they emerged from their tents (well, except for the horse), surrounding Okoral. At this point, he released a wormburst (10' r; ref save or be infested with 1d6 Kyuss worms), but the only ones failing their saves were the wizard & lvl 12 cleric of Pelor.
The wizard used a wand of magic missle to get kill his 3 worms, while the Pelorian used flame strike on himself (& anyone else in range) to get rid of his worms. Of course, this contibuted to his death when Okoral full attacked him, knocking him to -12 hp in one round (the wounding property is nasty).
In the end, they overcame Okoral (at the cost of a raise dead), but it served to keep Raknian fresh in their minds. I plan to place him as a guest at Zeech's party in PoRh.
| Riptide777 |
Thanks for the great idea dungeonblaster.
Golgoroth, The Eye of the Wormgod
Favored Spawn of Kyuss Advanced Beholder Mage 10
Huge Undead (Augmented Aberration)
HD: 29d12 + 29 (218 hp)
Initiative: +5
Speed: 5 ft, fly 20ft (good)
AC: 28 (-2 size, +1 Dex, +19 natural) touch 9, flat-footed 27
Base Attack / Grapple: +19 / +33
Attack: worm +18 ranged touch (special) or bite +18 melee (2d6 + 6 + Kyuss’ Gift + worm)
Full Attack: same
Space / Reach: 15ft / 10ft
Special Abilities: Spells, Arcane Hands, Occular Transformation, Create Spawn, Fear Aura (Will DC 21), Foul Embrace, Kyuss’ Gift (Fort DC 12), Infested Skin (Ref DC 31), Noxious Breath (Fort DC 31), Wormburst (Ref DC 31)
Special Qualities: flight, darkvision 60’, All around vision, DR 10/silver, fast healing 5, Turn Resistance +3
Saves: Fort +11 Ref +12 Will +24
Abilities: Str 22 Dex 12 Con - Int 30 Wis 20 Cha 26
Skills: Hide +15, Knowledge (arcana) +32, Knowledge (religion) +32, Knowledge (planes) + 32, Knowledge (history) +32, Knowledge (geography) +32, Knowledge (nature) +32, Sense Motive +16, Intimidate +19, Concentration +32 (+36 when casting defensively), Spellcraft + 44, Decipher Script +22, Use Magic Device +40
Feats: Alertness (B), Improved Unarmed Strike (B), Flyby Attack, Great Fortitude, Iron Will, Lightning Reflexes, Improved Initiative, Improved Natural Armor, Agile Tyrant, Improved Toughness, Combat Casting, Spell Penetration
Languages:Abyssal, Aquan, Auran, Beholder, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon
Spells / Day: 6 / 6 / 6 / 6 / 6 / 6 / 6 / 6 / 6 / 5 (CL 20)
Spells Known: O – all
1st – Summon Undead I*, Targeting Ray*, Luminous Gaze*, Backbiter*, Spirit Worm*, Ebon Eyes*, Nerveskitter*, Ray of Clumsiness*, Magic Missile, Protection from Good, Mage Armor, Shield, Alarm, Ray of Enfeeblement, True Strike, Color Spray, Burning Hands, Obscuring Mist, Tenser’s Floating Disk, Identify
2nd – Summon Undead II*, Chain of Eyes*, Ray of Stupidity*, Obscure Object, Summon Swarm, Detect Thoughts, Shatter, Mirror Image, Fox’s Cunning, Spectral Hand, Blindness / Deafness, Command Undead, Knock, Blur, Misdirection, Earthbind*, Ethereal Chamber*, Baleful Transposition*
3rd – Summon Undead III*, Anticipate Teleportation*, Greater Mage Armor*, Dispel Magic, Protection from Energy, Fireball, Fly, Blink, Displacement, Arcane Sight, Tongues, Clairaudience / Clairvoyance, Wind Wall, Unluck*, Sound Lance*, Heroism
4th – Summon Undead IV*, Dimensional Anchor, Stoneskin, Forceward*, Evard’s Black Tentacles, Greater Resistance*, Assay Spell Resistance*, Charm Monster, Detect Scrying, Greater Invisibility, Scrying, Sensory Deprivation*, Wall of Ice, Animate Dead
5th – Spiritwall*, Wrack*, Summon Undead V*, Contingent Energy Resistance*, Prismatic Ray*, Prying Eyes, Dominate Person, Teleport, Feeblemind, Telekinesis, Wall of Force, Dismissal
6th –Greater Dispel Magic, Globe of Invulnerability, Summon Monster VI, True Seeing, Acid Storm, Chain Lightning, Circle of Death, Probe Thoughts*, Mass Contagion, Legend Lore
7th – Banishment, Summon Monster VII, Spell Turning, Greater Teleport, Antimagic Ray*, Energy Immunity*, Prismatic Eye*, Mass Hold Person
8th – Power Word Stun, Summon Monster VIII, Maze, Bigby’s Clenched Fist, Avascular Mass*
9th – Time Stop, Power Word Kill, Energy Drain, Mordenkainen’s Disjunction
*From the Spell Compendium
Monster Manual: pg 24 – beholder
Lords of Madness: pg 42 – beholder mage, pg 44 – agile tyrant feat
Dragon Magazine #336: pg 64 – favored spawn of kyuss
The CR is 28 or 23, depending on whether you count the beholder mage levels as associated or non-associated (I'm inclined to say the former, given what a beholder mage is capable of). Hope I got all the math right. Didn't add magic items cause I figured you'd all like to customize that depending on your PCs. Enjoy!
| Thraxus |
While my group is still a ways from Kings of the Rift, I plan on changing up the strafing rus a bit. I set the game in Eberron and I did not like all of those dragons siding with Kyuss, so I am doing a second ariel force. In addition to the dragons that are involved because Brazzemal thinks he can use the draconic prophecy for personal gain, a group of zombie black dragons (using the rules from the Draconomicon) being led by some wormspawned fiends are in the area seeking Dragotha's phylactery. This means the party will be caught in a battle between two airborne forces, as well as the giants.
Anyway, here are the wormspawned fiends, servants of Katashka-Kyuss sent up from the depths of Khyber. The are not particularly tough, buy I think the CR works (I used the half-fiend template as a base). I might change their DR to 10/silver to play off of the way silver effects the Kyuss worms.
Wormspawn Fiend CR 13
LE Medium Outsider (native)
Init +9; Senses Blindsight 60 ft., darkvision 120 ft., Listen +18, Search +22, Spot +18
Languages Telepathy 250 ft.
AC 24, touch 15, flat-footed 19 (+5 Dex, +4 mage armor, +5 natural)
HP 90 (12 HD) DR 10/magic
Resistances Resist acid 10, cold 10, electricity 10, fire 10, SR 22
Immunities Immune to charm, compulsion, poison, sleep
Fort +11, Ref +13, Will +11
Spd 30 ft., Fly 60 ft. (average)
Space/Reach 5 ft./5ft.
Melee 2 claws +16 (1d4+10*) and bite +14 (1d6+6*)*– 3 Power Attack calculated in
Base Atk +12; Grp +19
Attack Options Power Attack, smite good 1/day
Special Atk Acid spray 1/day
Spell-Like Abilities (CL 12) At will – detect thoughts (DC 18), mage armor, sound burst (DC 18), suggestion (DC 19) 3/day – darkness, dimension door, hold monster (DC 21), invisibility, poison (DC 22), telekinesis (DC 21) 1/day – blasphemy (special), chain lightning (DC 22), contagion (varies), desecrate, disguise self, dominate person (DC 21), mass suggestion (DC 22), unholy blight (DC 20)
Abilities Str 25, Dex 20, Con 16, Int 25, Wis 17, Cha 23
Feats Combat Casting, Dodge, Improved Initiative, Multiattack, Power Attack
Skills Bluff +21, Concentration +17 (+21 defensively), Diplomacy +21, Disguise +21 (+23 acting), Escape Artist +24, Heal +18, Intimidate +21, Knowledge (arcane) +22, Knowledge (dungeoneering) +22, Listen +18, Search +22, Sense Motive +18, Spellcraft +22, Spot +18, Survival +18
Advancement by character class
Smite Good (Su) +12 damage
Acid Spray (Ex) 6d8 acid damage in a 60 ft. line; Reflex save (DC 19) for half
Hook Guttural hissing sounds
You see a creature that combines the form of a worm with that of a blotted humanoid. Its skin is a pulsing, luminescent green with thin veins of black near the surface. Large moth wings hum as it flies toward you. Its compound eyes reflect your image as black saliva drips from its lamprey-like mouth.