Spawn of Kyuss for Pathfinder


Age of Worms Adventure Path


I'd already posted this under "houserules" - I didn't realise that this message board was here.

Just hoping for some feedback. I'm converting Age of Worms to Pathfinder. Looking at the basic Spawn of Kyuss, I felt that they clearly were not CR 5, even with a fear aura, fast healing and their worm attack. Comparing Spawn to a Mummy, also CR 5, they seem woefully under-powered (AC 20 vs 11, hp 60 vs 30, DR 5/- vs fast healing 5, fear aura vs fear aura).

I lowered the Spawn of Kyuss' CR to 4 and upped their AC to 15 (+1 Dex, +4 natural) to make them a slightly more reasonable challenge. But since I had made them relatively tougher, I also wanted to outline some more detailed options for dealing with their worm attack. So here is the stat block I came up with.

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SPAWN OF KYUSS
CR 4; Know religion DC 19; CE, medium, undead; Init +1; Senses darkvision 60ft, Perception +5; Aura fear

DEFENCE
AC 15, touch 11, flat 14 (+1 Dex, +4 natural); HD 4d8+12; hp 30 (fast healing 5); Fort +3, Ref +2, Will +4; +2 vs channel energy; Immune bleed, death effects, disease, mind-affecting effects, paralysis, poison, sleep-effects, stunning, undead traits; Weakness curative transformation; Defensive Abilities channel resistance +2

OFFENSE
Spd 30ft; Melee slam +8 (1d6+6 plus worm plus Kyuss’ gift) OR melee touch +7 touch (worm); Ranged worm +4 ranged touch (worm); Space/Reach 5ft/5ft; Special Attacks create spawn

STATISTICS
Abilities Str 18, Dex 12, Con -, Int 6, Wis 11, Cha 15
Base Attack +3; CMB +7 (+8 with slam); CMD 18
Feats – Toughness, Weapon Focus (slam)
Skills – Acrobatics +1 (+9 jump), Climb +10, Perception +5, Stealth +7; Racial Modifiers - +8 Acrobatics when jumping; Languages - Common

SPECIAL ABILITIES
Create Spawn (Su) – creature killed by Intelligence damage rise as Spawn of Kyuss 1d6+4 rounds later (tiny creatures die, huge creatures become zombies); spawn not controlled by progenitor

Curative Transformation (Ex) – remove curse and remove disease (and similar effects) turn spawn into zombie on DC 14 caster level check

Fear Aura (Su) – continuous 40ft-radius effect; as fear spell (panicked); Will DC 14 negates; save also renders you immune to aura for 24 hours; CL 7th

Kyuss’ Gift (Su) – disease – slam; save Fort DC 14; onset 1 day; frequency 1/day; effect 1d6 Con and 1d4 Wis (rotting flesh and dementia); cure 2 consecutive saves; healing magic has only half effect on victim (remove disease works normally)

Worm (Ex) - worm (fine vermin, AC 10, 1 hp, leap 10ft, killed by touch of silver); on spawn’s next turn worm burrows into target (if target has +5 natural armour they are immune); before burrowing they may be killed normally; cause 1 hp damage/round for 1d4+1 rounds to reach brain; then inflict 1d2 Intelligence damage per round until victim dies at 0 intelligence; natural attacks and unarmed strikes expose attacker to 1d4 worms
Spells - worm destroyed by remove curse or remove disease (auto success); dispel evil or neutralise poison delay progress for 10d6 minutes; spells affect all worms in victim
Area-effect Spells - effective only before worm reaches brain; if target forgoes or fails saving throw cumulative 5% chance of killing each worm for each point of damage inflicted; if target succeeds saving throw chance of success is halved
Surgery - only effective before worm reaches brain; standard action; heal check with DC determined by tool used; success kills 1 worm plus 1 additional worm (if present) if every 5 points the check exceeds the DC; light piercing or slashing DC 15; one handed piercing or slashing or light bludgeoning DC 20; two handed piercing or slashing or one handed bludgeoning DC 25; two handed bludgeoning DC 30; surgery inflicts 1 point of damage (cannot be reduced or avoided); for each additional point of damage inflicted gain +2 bonus on heal check; you can only inflict damage up to the weapon's maximum base damage plus enhancement (no Strength or precision-based damage); +5 on check if patient also readies standard action; +10 on check if both surgeon and patient spend full-round action; +5 on check if using silver tool; +2 on check for each size category of surgeon smaller than victim; -2 on check for each size category of surgeon larger than victim
Torch and Fire - only effective before worm reaches brain; DC 20 heal check; success kills 1 worm plus 1 additional worm (if present) if every 5 points the check exceeds the DC; inflicts normal torch damage (1 point of fire); +2 on check for each extra point of fire damage inflicted for larger fires, alchemist fire etc

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So I may have gone a bit overboard on the details, but I liked the idea of the players getting masterwork silver scalpels specially made. Also, as they play such a significant part of the whole adventure path, I thought they should be fairly detailed.

Anyway so what do people think? Should Spawn of Kyuss be CR 5 or 4? Have I made it overpowered? And have I gone a bit nuts on the whole surgery thing?


I think the worms are such a terrifying threat (even if you're prepared) that they justify the CR 5. All mummies have is a little decay, but those worms can chew you up in ten seconds flat. There's not even any saving throw. Heck, if you don't get the cleric over in time, or he's outta remove disease, that's all she wrote.


Kobold Cleaver wrote:
I think the worms are such a terrifying threat (even if you're prepared) that they justify the CR 5. All mummies have is a little decay, but those worms can chew you up in ten seconds flat. There's not even any saving throw. Heck, if you don't get the cleric over in time, or he's outta remove disease, that's all she wrote.

True there is no save and, if the infestation passes a certain point, you're screwed if you don't have the right spells available.

But if none of the characters are using natural attacks, a single spawn can transfer, at best, a single worm to one target each round. The worm is completely vulnerable for a full round before it starts burrowing - plenty of time for a member of the party to neutralise it. Even once it starts burrowing, there are at least 2 rounds during which multiple characters can make Heal checks to attempt to neutralise it.
My impression of Pathfinder as compared to 3rd edition is that they attempted to move away from "glass cannons": giving creatures a devastating attack, making them otherwise weak and then estimating CR somewhere between the two. The Mind Flayer, which I had to re-write for AoW, is a good example - a devastating Mind Blast that takes half the party out in the first round, but with incredibly low defences and hp for a CR 8 creature.
With that ethos in mind, I rewrote the spawn to grant characters more options in dealing with the worm attack while at the same time beefing up the spawn overall.


Yeah, low defenses besides that "near unbeatable SR" bit... ;P


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Oh Xyrxog, you had your day in the sun,
in those golden days of flying, brain sucking fun.
You sang your joyous, cerebral song,
Until pathfinder came along

First came the Zen Archer, bald and with bow,
whose deadly arrows sent Xyrxog into death throws.
'Mind blast' he cried, 'This silly monk must die!'
But he was answered back "My saves are too high!"
Second was a freakish, fox faced, bandsman,
Known as 'Kitsune' with Spell Focus: Enchantment.
It sang a song and before he knew,
Xyrxog was laughing until he was blue.
Third was a wizard who had every spell,
known as Schrodinger he sounded the bell,
a toll of doom for the Mind-Flayer's bout
As Dazing, Persistent spells took him out.
Next was a strange man with a trailing beast,
known as a 'Summoner' he called Xyrxog deceased,
Not knowing their powers, he couldn't be braced,
When the two merged forms and pounced on his face,
'Okay, finally. You look so simple, I'll smile'
Xyrxog said to the the newcomer packing dozens of vials.
'My spell resistance just can't be beat'
Until a dozen bombs exploded at his feet.
"What the crap?! At least this last one is easy..
Just a lone guy with a metal object, nothing too cheesy
He must be a rogue trying to hit me from 30,
Until the exploding bullets let him know, these PCs fight dirty.

I almost feel sorry for Xyrxog now...


I promise I'll make a rhyme too when it comes time. A bit concerned it'll be a short one, though--my players aren't exactly that competent. ;P


So having kicked it around a bit, streamlined it and incorporated the infestation rules, I figured that, rather than lowering the CR to match the stats, I'd bring the stats up to CR 5. I also lessened the fear effect from panicked to shaken. But mainly, I felt that the only thing scarier than a Spawn of Kyuss was a Spawn of Kyuss that gives you a big wormy hug!

Also, they don't speak common; they speak Flan. You figure that if you've had your brain eaten away, then it's the worms - passed on from one spawn to the next down the centuries in an unbroken chain from Kyuss himself - that are providing the linguistic ability.

SPAWN OF KYUSS (v2.0)

CR 5; Know religion DC 20; CE, medium, undead; Init +1; Senses darkvision 60ft, Perception +6; Aura fear; moderate chaos, moderate evil

DEFENCE
AC 17, touch 12, flat 15 (+2 Dex, +5 natural); HD 6d8+18; hp 45 (fast healing 5); Fort +4, Ref +4, Will +7; +2 vs channel energy; Defensive Abilities channel resistance +2; Immune bleed, death effects, disease, mind-affecting effects, paralysis, poison, sleep-effects, stunning, undead traits; Weakness curative transformation

OFFENSE
Spd 30ft; Melee slam +10 (1d6+7 plus worm plus grab plus Kyuss’ gift) OR melee touch +9 touch (worm); Ranged fling +6 ranged touch (worm); Space 5ft; Reach 5ft; Special Attacks create spawn, grab (Large)

STATISTICS
Abilities Str 20, Dex 14, Con -, Int 6, Wis 11, Cha 15
Base Attack +4; CMB +9 (+10 with slam, +14 grapple with slam); CMD 21
Feats – Iron Will, Toughness, Weapon Focus (slam)
Skills – Acrobatics +2 (+10 jump), Climb +13, Perception +6, Stealth +9; Racial Modifiers - +8 Acrobatics when jumping; Languages - Flan

SPECIAL ABILITIES
Create Spawn (Su) – a creature killed by Int damage rise as Spawn of Kyuss 1d6+4 rounds later (tiny creatures die, huge creatures become zombies); spawn not controlled by progenitor

Curative Transformation (Ex) – remove curse and remove disease (and similar effects) turn spawn into zombie on DC 16 caster level check

Fear Aura (Su) – continuous 30ft-radius effect; DC 15 Will save or shaken for 1d6 rounds; save renders target also immune to that spawn’s aura for 24 hours; mind-affecting fear effect

Grab (Ex) - Large or smaller creature; start grapple without provoking AoO; grapple check at -20 to not gain grappled condition

Kyuss’ Gift (Su) – disease – slam; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d6 Con and 1d4 Wis (rotting flesh and dementia); cure 2 consecutive saves; while suffering Kyuss' gift all healing magic has only half normal effect on the victim (remove disease works normally)

Worm (Ex) - living creatures only; infestation; save Fort DC 15; onset immediate; frequency 1/round; effect 1d3 damage until fail 3 saves (if DR reduces damage to 0 does not count as failed save for that round), then 1d2 Int damage; target dies when Int damage equals current Int
- spawn’s slam, touch or fling expose to 1 worm; natural attacks and unarmed strikes against spawn expose to 1 worm; grapple expose to 1d3 worms (slam plus successful grab expose to 1d3+1 worms); target with DR 3 of any kind (other than piercing or slashing) or +5 natural armour is immune to infestation
- remove curse or remove disease destroys all infestations (no check required); dispel evil or neutralise poison delays effect for 10d6 minutes
- Heal check made before a worm begins doing Int damage may end infestation; requires light slashing weapon and standard action; silver weapon gives +5 circumstance bonus to Heal check; DC 20 Heal removes one infestation plus an additional infestation for every 5 points check exceeds DC; inflicts 1d3 damage (that cannot be reduced) per infestation removed
- application of flame to entry wound in the round after infestation destroys 1 worm and inflicts 1d6 damage to target; apply to 1 worm as standard action or to all worms on single target as full-round action (1d6 damage per worm destroyed)


And this is probably the final version that I'll be running with in Encounter at Blackwall. The fear aura lasts longer (it's basically the Doom spell), Large targets are subject to the grab but don't get the grappled condition, I clarified how ongoing grappling exposes the target to more worms, and I added a Reflex save to shake off each worm.

*************************************************************************** *********************
SPAWN OF KYUSS (v3.0)

CR 5; Know religion DC 20; CE, medium, undead; Init +2; Senses darkvision 60ft, Perception +6; Aura fear; moderate chaos, moderate evil

DEFENCE
AC 17, touch 12, flat 15 (+2 Dex, +5 natural); HD 6d8+18; hp 45 (fast healing 5); Fort +4, Ref +4, Will +7; +2 vs channel energy; Defensive Abilities channel resistance +2; Immune bleed, death effects, disease, mind-affecting effects, paralysis, poison, sleep-effects, stunning, undead traits; Weakness curative transformation

OFFENSE
Spd 30ft; Melee slam +10 (1d6+7 plus worm plus grab plus Kyuss’ gift) OR melee touch +9 touch (worm); Ranged fling +6 ranged touch (worm); Space 5ft; Reach 5ft; Special Attacks create spawn, grab (Large)

STATISTICS
Abilities Str 20, Dex 14, Con -, Int 6, Wis 11, Cha 15
Base Attack +4; CMB +9 (+10 with slam, +14 grapple with slam); CMD 21
Feats – Iron Will, Toughness, Weapon Focus (slam)
Skills – Acrobatics +2 (+10 jump), Climb +13, Perception +6, Stealth +9; Racial Modifiers - +8 Acrobatics when jumping; Languages - Flan

SPECIAL ABILITIES
Create Spawn (Su) – creature killed by Int damage rise as Spawn of Kyuss 1d6+4 rounds later (tiny creatures die, huge creatures become zombies); spawn not controlled by progenitor

Curative Transformation (Ex) – remove curse and remove disease (and similar effects) turn spawn into zombie on DC 16 caster level check

Fear Aura (Su) – continuous 30ft-radius effect; DC 15 Will save or shaken for 6 minutes; save also immune to that spawn’s aura for 24 hours; mind-affecting fear effect

Grab (Ex) - Large or smaller creature; Large creatures can be grabbed but don't gain the grappled condition; start grapple without provoking AoO; grapple check at -20 to not gain grappled condition

Kyuss’ Gift (Su) – disease – slam; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d6 Con and 1d4 Wis (rotting flesh and dementia); cure 2 consecutive saves; healing magic only half effect on victim (remove disease works normally)

Worm (Ex) – infestation – 1 worm; save Fort DC 15; onset immediate; frequency 1/round; effect 1 damage until fail 3 saves (if DR reduces damage to 0 does not count as failed save), on 4th and subsequent failed save take 1d2 Int damage; target dies when Int damage equals current Int
- spawn’s slam, touch or fling expose to 1 worm; natural attacks and unarmed strikes against spawn expose to 1 worm; grapple expose to 1d3 worms (slam plus successful grab expose to 1d3+1 worms); successful maintain grapple expose to another 1d3 worms; DC 15 Ref save to shake off worm (one save per worm) before infestation begins; DR 1 or +5 natural armour renders immune
- remove curse or remove disease destroys all infestations; dispel evil or neutralise poison delays effect 10d6 minutes
- Heal check before begin doing Int damage; requires light slashing weapon and standard action; silver weapon gives +5 circumstance bonus to Heal check; DC 20 Heal removes one worm plus an additional worm for every 5 points check exceeds DC; inflicts 1d3 damage that cannot be reduced per worm removed
- application of flame to entry wound round after infestation destroys 1 worm and inflicts 1d6 damage to target; apply to 1 worm as standard action or to all worms on single target as full-round action (1d6 damage per worm destroyed)


Ouch. Just tell the players that I tried. ;D


Kobold Cleaver wrote:
Ouch. Just tell the players that I tried. ;D

So there were 5 Spawn of Kyuss - I played out the spread of the infection at Blackwall as others have suggested. And the characters annihilated them.

It's a party of 5 characters (Alchemist, Inquisitor, Oracle, Ranger, Wizard) made with the 15-point buy, and they're pretty unstoppable. They took out Zyrxog without breaking a sweat - air-walking Inquisitor, flying Alchemist, everyone hasted, prayed, blessed, heroism, inspired by the Wizard's Bard cohort.

Liberty's Edge

Practically speaking, my players had two party member who could cast burning hands. They used that spell to burn off the worms before they could burrow into the flesh on the next round. They also obtained a wand of burning hands as a "worm burner" to deal with the threat.

This tactic made the worms a mere minor nuisance.

Grand Lodge

I ran my players through this with a completely normal Spawn, no modifications to make it more "pathfindery", and it mauled them. The fear aura scared off the rogue and the druid's raptor animal companion, leaving a low AC barbarian, low AC oracle, and low AC wizard/druid. THe barbarian got three worms, the oracle got one, and since everyone was fifth level, the oracle didn't have remove disease. The druid had the heal skill, so he saved the day, but not before the barbarian took 7 points of int damage to his already low int score. They had their backsides saved by a random encounter with a priest of St. Cuthbert while they were rushing back to town to get the Int drain cured. Loads of fun. The main danger of a spawn, as far as I can tell, has always been the disease they carry and the worms, easily making them a major danger with only one or two bad rolls. CL 5 is very appropriate.


Steel_Wind wrote:

Practically speaking, my players had two party member who could cast burning hands. They used that spell to burn off the worms before they could burrow into the flesh on the next round. They also obtained a wand of burning hands as a "worm burner" to deal with the threat.

This tactic made the worms a mere minor nuisance.

You shoulda sent in something to steal that wand while they slept. That's what I woulda done. Then again, I'm kinda a d!ck. ;D

Shadow Lodge

Rakshaka wrote:

Oh Xyrxog, you had your day in the sun,

in those golden days of flying, brain sucking fun.
You sang your joyous, cerebral song,
Until pathfinder came along

First came the Zen Archer, bald and with bow,
whose deadly arrows sent Xyrxog into death throws.
'Mind blast' he cried, 'This silly monk must die!'
But he was answered back "My saves are too high!"
Second was a freakish, fox faced, bandsman,
Known as 'Kitsune' with Spell Focus: Enchantment.
It sang a song and before he knew,
Xyrxog was laughing until he was blue.
Third was a wizard who had every spell,
known as Schrodinger he sounded the bell,
a toll of doom for the Mind-Flayer's bout
As Dazing, Persistent spells took him out.
Next was a strange man with a trailing beast,
known as a 'Summoner' he called Xyrxog deceased,
Not knowing their powers, he couldn't be braced,
When the two merged forms and pounced on his face,
'Okay, finally. You look so simple, I'll smile'
Xyrxog said to the the newcomer packing dozens of vials.
'My spell resistance just can't be beat'
Until a dozen bombs exploded at his feet.
"What the crap?! At least this last one is easy..
Just a lone guy with a metal object, nothing too cheesy
He must be a rogue trying to hit me from 30,
Until the exploding bullets let him know, these PCs fight dirty.

I almost feel sorry for Xyrxog now...

Our overpowered witch failed numerous spells against Zyrxgog's SR... until the mind flayer cast lightning bolt. Our Tempest Druid steps forward, grabs the lightning bolt with both hands, and cracks it like a whip, making it snap back five feet... into Zyrxog's square.

And there's a lovely little footnote in the SR section that says "A creature's Spell Resistance never interferes with its own spells or abilities."


Steel_Wind wrote:

Practically speaking, my players had two party member who could cast burning hands. They used that spell to burn off the worms before they could burrow into the flesh on the next round. They also obtained a wand of burning hands as a "worm burner" to deal with the threat.

This tactic made the worms a mere minor nuisance.

That's the main reason that I changed the infestation to be more like rot grubs; if you fail the initial Reflex save the worm burrows immediately. That way it's not susceptible to a instantaneous area attack (like burning hands) because you have no line-of-effect to the worm. Instead, you have to apply flame in the first round after infestation directly to the spot where the worm burrowed in.


Incidentally, mummies do have a disadvantage thanks to their vulnerability to fire. But comparing the stats, I've gotta agree—spawn of Kyuss are ridiculously less powerful. Half the HP, dreadful AC, an arguably weaker aura power (though somewhat larger in area) and half as many hit dice. Their only edge of note is their Turn Resistance and the more immediate effects of the worm.

What if one were to just give them two slams, a 16 Charisma, and perhaps one extra hit die? Think that would do the trick?


Kobold Cleaver wrote:

Incidentally, mummies do have a disadvantage thanks to their vulnerability to fire. But comparing the stats, I've gotta agree—spawn of Kyuss are ridiculously less powerful. Half the HP, dreadful AC, an arguably weaker aura power (though somewhat larger in area) and half as many hit dice. Their only edge of note is their Turn Resistance and the more immediate effects of the worm.

What if one were to just give them two slams, a 16 Charisma, and perhaps one extra hit die? Think that would do the trick?

Sorry, are you suggesting making those changes to the 3rd edition Spawn, or to my version of the Spawn? It probably wouldn't make my version over powered: 59 hp, +11 attack, average of 20 damage, DC 16 save against fear and worms. And as the creature that inspired the whole damn adventure path, it should probably be on the tough side of its challenge rating.

The Spawn of Kyuss was one of the first creatures I converted into Pathfinder when I started, so I spent a lot of time thinking about it and trying to make sure it was balanced. At this point I've converted creatures up to the Library of Last Resort, and now I just pump them out and don't sweat the details - I keep them in line with the Pathfinder monster creation guidelines and with what I feel is fair.


The 3rd edition Spawn.

That being said, the tough side of its CR more comes from the fact that if the worm goes untreated, a low-level party is kind of doomed. Boom. Instant new enemy to fight.


I've decided to run with your final draft, except leaving the Fear aura as-is and possibly taking away that nasty Grab ability (that's just mean! XD). I'm running with a large party, though, so we'll see.

One change I'm making is the surgery. I'm making the damage 1d4, forcing the subject to take no movement or standard actions for a turn, and leaving the option open for "brain surgery"—it'll probably inflict a lot of damage, but this party includes a chirurgeon and I think it should be an option. I'm thinking DC 30 and 10d6 damage, rendered to minimum by a chirurgeon's "Anaesthetic" ability—nicely complimenting the idea that only that archetype could possibly pull it off and keep the patient alive.

Plus, I like the idea of her trying to get the infected partymember to stand still.

Alchemist: "Dude, back down and let me get that worm out of you!"
Partymember: "Don't worry, it's gotta be 1d4+1 rounds until it reaches the brain and I bet he rolled below avera—AAUGH!"
Alchemist: "Dammit. I'll get the saw..."


In my party a member was infected and then a second spawn turned up: fear aura, missed save and the infected member was running away in fear with the full plate cleric trying to catch up and not being able to heal....very deadly. Play the spawns this way and you will REALLY scare your part members.


Heh. A new use for Hold Person.


Kobold Cleaver wrote:

I've decided to run with your final draft, except leaving the Fear aura as-is and possibly taking away that nasty Grab ability (that's just mean! XD). I'm running with a large party, though, so we'll see.

One change I'm making is the surgery. I'm making the damage 1d4, forcing the subject to take no movement or standard actions for a turn, and leaving the option open for "brain surgery"—it'll probably inflict a lot of damage, but this party includes a chirurgeon and I think it should be an option. I'm thinking DC 30 and 10d6 damage, rendered to minimum by a chirurgeon's "Anaesthetic" ability—nicely complimenting the idea that only that archetype could possibly pull it off and keep the patient alive.

Plus, I like the idea of her trying to get the infected partymember to stand still.

Alchemist: "Dude, back down and let me get that worm out of you!"
Partymember: "Don't worry, it's gotta be 1d4+1 rounds until it reaches the brain and I bet he rolled below avera—AAUGH!"
Alchemist: "Dammit. I'll get the saw..."

...but then I tweaked it one last time. I changed the infestation as follows, with the new bit in bold.

Worm (Ex) – infestation – 1 worm; save Fort DC 15; onset immediate; frequency 1/round; effect 1 damage until fail 3 saves (if DR reduces damage to 0 does not count as failed save), on 4th and subsequent failed save take 1d2 Int damage; each additional infestation increases save DC by +1 (make one save only for all infestations) and damage or Int damage by +1; target dies when Int damage equals current Int

I found that it didn't really work trying to track multiple worms in a each target. One character had 1 worm the first round, 2 more the next; another character had 2 worms, then 1 more, then another one; trying to keep track of how many saves had been failed for each worm for each character, Aaargh!

Instead it's just how many worms are burrowing into you, regardless of when it happened, (increase DC and damage by 1 for each worm after the first) and how many times have you failed to save. Its not quite as realistic - after the character starts taking Int damage for the worms, then a worms that burrows into his hand immediately contributes to the Int damage - but it's a massive head-ache saver.


That's a smart adjustment, but I'm running a PbP, so I anticipate it being pretty easy to keep track of worms. :)

Oh, also, I decided to keep the original worm rules:

Worm (Ex) - worm (fine vermin, AC 10, 1 hp, leap 10ft, killed by touch of silver); on spawn’s next turn worm burrows into target (if target has +5 natural armour they are immune); before burrowing they may be killed normally; cause 1 hp damage/round for 1d4+1 rounds to reach brain; then inflict 1d2 Intelligence damage per round until victim dies at 0 intelligence; natural attacks and unarmed strikes expose attacker to 1d4 worms

Giving the PCs three chances at an easy Fort save seems way too generous and basically removes the threat of the worms. If the worm gets on them, the target should need to stop fighting and get them off ASAP.


Hey, just in case you wanna see how things go, we've just entered into combat.

So far, so good. I'm keeping the Obits thread open. My main impression:

Oh god oh god what kind of sick madman gives these things a Grab ability.


Welp, I think the spawn were sufficiently horrifying. The party eventually wiped them out, but they nearly got the bard and alchemist. The bard in particular got dragged off and filled with worms, but Action Points intervened and allowed the cleric to help out.

Basically, the deal is that Turn Undead is OP nerf plox. Those spawn just could not roll successfully. Battle could've gone pretty different if they hadn't kept flunking.

Three of the partymembers now have Kyuss's Gift, though, so at least I should be able to get some Int damage out of it. ;D Not that I root for the monsters, but it's always nice to see every toy get deployed.

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