Azothath's Homebrew: Vermiseffodi Helminth Swarm


Homebrew and House Rules


Vermiseffodi Helminth Swarm
N Fine vermin(swarm)    CR 3    XP 800
Init +2; Senses blindsense 30 ft., scent 30 ft., tremorsense 60 ft.; Perception +7

DEFENSE
AC 20, touch 20, flat-footed 18 (+8 size, +2 Dex)
hp 13 (2d8+4)
Fort +3, Ref +2, Will +1(+5 vs mind-affecting or illusions)
DEF Abilities: swarm traits; Immune weapon damage, Resist Acid 5, Cold 5.
Immune gaze attacks, sight based attacks, visual effects, mind-affecting effects
Weaknesses blind.
Vulnerability: Cyanide, borates, quicklime, alkali salt or flask.

OFFENSE
Speed 10 ft., climb 10 ft., burrow(soft) 5 ft., swim 20 ft.
Melee swarm (1d6) distraction then consume, infest, lethargy; bite +1(1d4) infest, lethargy
Space 10 ft.; Reach 0 ft.
Special Attacks: consume, distraction (Fort DC 13), infest (Fort DC 13), lethargy (Fort DC 13)

STATISTICS
Str 1, Dex 14, Con 14, Int 1(as swarm) 0(otherwise), Wis 12, Cha 2
Base Atk +3 ; CMB --; CMD --
Feats: Step Up
Skills: Climb +10, Perception +7; Racial Modifiers +4 Perception, +8 Climb(climb speed).
Languages: –
Attrib: does not breathe or sleep, but rests flat-footed 1 hr in darkness every 4 hrs.

SPECIAL ABILITIES
> Burrow: vermiseffodi can burrow through rotting wood, earth, mud, rope, leather and other permeable materials. It can not burrow through wood, stone, metal, or objects with a hardness of 3 or more.
> Infest(Ex): the worm swarm invades and attempts to infest targets in and adjacent to itself and those injured. Adjacent and injured creatures must make a Fortitude save (DC 13 negates) or be infected with Pernicious Anemia.
> Consume(Ex): a worm swarm can rapidly drain a creature of vital fluids and soft flesh, this attack has no effect on creatures that do not have blood or bodily fluids such as solid Constructs, Elementals, non-corporeal Undead, otyughs. Helpless, nauseated, unconscious or corporeal Undead targets take 1 point of Con damage (if applicable) and (1d6) damage. If the blood of the target creature imposes damage or a penalty (such as acid blood) the swarm suffers that effect if applicable after inflicting damage.
> Lethargy (Ex): Creatures damaged by Consume or that take 6 or more points of damage in a round must make a Fortitude save (DC 13 negates) or be fatigued for 4 rounds. This is not a poison effect. The save is Constitution based.
> Lesser Hive Mind (Ex): gains a very rudimentary sentience as a swarm increasing its INT by 1 per 2 HD up to a maximum of INT 3. It keeps it’s type and other attributes. It loses immunity to mind-affecting spells and gains a +4 on saves versus mind-affecting spells and illusions.
> Pernicious Anemia(Infestation): a slowly lethal infestation(affliction) (see Horror Adventures if you use those options) of the host by minuscule parasitic worms. Dead adult worms can be identified in stool with a successful Diagnose Disease versus the DC of the Fortitude save, the eggs are microscopic. Immunity to Disease does not affect this infestation. This infestation cannot affect Constructs, Elementals, Plants, Oozes, non-corporeal Undead, otyughs, or extraplanar Abberrations.
   Type infestation, contact or ingested; Save Fortitude DC 13 and +4 DC after 14 days; Onset 3 days; Frequency 1/week; Effect 1 Con damage which can be avoided if the save is made by 4 or more, and fatigued 2d4 hours then 1d4 hours each day for the next 1d6 days; Cure 2 consecutive saves. The infestation can be ended using Remove Disease if the caster’s level check can overcome the DC +2 of the Fortitude save, in any event Remove Disease ends the fatigue effect for the week.
> Consumption (Ex): a swarm that uses Consume on a creature with a spellcasting class feature or with spell like abilities gains the Advanced Template (+1 CR){+2 natl AC, +4 Abils except INT} after 3 rounds and can retain the template for up to 1 week. If the creature dies due to swarm damage (and is consumed) then the template can be retained for 1 week per HD or Spellcasting level (whichever is greater). Afterwards the vermiseffodi simply gains 1 HD and extends the duration for each such creature consumed. When it loses the Advanced Template any extra HD gained also are lost. Consumed bodies are but dried dusty tailings of the destroyed victim and millions of microscopic eggs which remain viable for 6 months (Pernicious Anemia contact, Fort DC 13).

Ecology
Environment: swamps, marshes, underground crypts and lairs
Organization: solitary
Treasure: none or in a crypt a single ring or similar tiny shiny object worth up to 800GP.

Description
Vermiseffodi swarms are both a bane and a boon. They form occasionally when an abundance of parasitic worms have gathered in an area from the consumed bodies of sentient creatures that have not been cremated or embalmed. A cache of infested sentient creatures within 60 ft that have a combined INT score of 70 or more and have been infested and slain by Pernicious Anemia have a small chance of spawning a vermiseffodi swarm. The swarm has a rudimentary hive-mind and is smart enough to avoid obvious dangers, seek out new food sources, and recognize a creature that is resistant to its Infest or Consume abilities. Tomb builders choose dry locations and line the tomb with stone for many reasons. Not surprisingly otyughs may keep a swarm as a ‘pet’ or later special treat when times are lean. Fey consider them an especially repulsive and ugly pest.

have fun 8^) Azothath
I'm not sure that the CR is set quite right, but I'd guess 3-4 as the number of Special Abilities is considerable and they are not very deadly as they are slow and do little damage as a base creature, the Step Up will surprise tacticians. The infestation is quite ... pernicious. I don't know that I'd move any (Ex) to (SU) other than Consumption.
Three to four minor undead ex-clerics later and the little swarm is rather dangerous... tomb raiders anywhere?
Likely some formatting issues but I'm sure people will point them out. I'm quite good with the "> "bolding as it is there to accentuate and separate the entries without extra lines in this simple text based format.


Azothath wrote:
Vermiseffodi Helminth Swarm...

I guess I should put on a >physical< description and tactics 8^0 lol

A squirming, waving mass of glistening ruddy tan and pale translucent white worms seems to grow from the trimmed cemetery lawn about your faithful hound who snaps and grabs a mouthful and moves toward your side. Suddenly a mass is on him and the growls turns high as he is lost in the mindless frenzy of writhing worms and you drop the flowers and feel a bite at your ankle...

Tactics: Their rudimentary intelligence allows them to engage in simple ambush tactics by rising up out of the soil to surround a living target or drop upon one in a tunnel. They will retreat from obvious danger such as a strong alkali or insecticide detected through scent or flee from damaging spells. They cannot plan beyond a round or two and mainly react to events.

Vermiseffodi tend to spawn in recent burial sites of spellcasters after a bout of the infestation and then scrounge through the site. They can subsist on organic animal remains but prefer juicy living hosts.


Looks pretty good, very nice. The only thing I saw that was slightly out of place is the Con damage in the Consume ability for Undead; it should deal Con damage to everything, but it should deal Cha dmg for creatures with "-" Con scores (constructs, undead, etc.). Or you could have it not affect creatures at all if they have "-" for a Con score, either one.


There swarm has a lot of specials.
Downgrading the damage a bit for a type that normally wouldn't be affected seems balanced and I knew readers would pick up on that. While undead don't suffer many of the imposed conditions or effects with Fort saves, a resting undead ambushed by the swarm is going to take 2d6 then 1d6 twice more from (lack of) movement and lesser undead are likely to be consumed. Swarm tactics are harder for undead to deal with as they are not equipped like adventurers (no flasks of alchemist's fire).
It is likely an Advanced Vermiseffodi will be roaming about for 2 weeks after a triggering encounter in a crypt.
You can see that in an infected crypt the Vermiseffodi are going to spawn, eat, likely advance, rampage about, and then die down after a few months and make the place an infestation pool for a year. Most of the bodies and undead will be recycled... it's tha ciiircle of liii-iii-ife


edit a resting undead -> an inactive undead


=== posts ===

Spell: Discorporation:C0
Spell: Celestial Healing:C1{rework}
Spell: Twilight Knife:K2 {rework}
Spell: Lsr Shadow Walk:I3

Magic Item: Candy Surprise $50.

Monster: Barkgator CR:1 {note the natural coloration}
Monster: Cladium Tumba CR:3
Monster: Helminth Swarm CR:3
Monster: Worm that Inhabits CR:15

Weapon: Automatic Crossbows $1350.

Poison(mythic/silly): Swansong Poison {priceless}

Purchased Mounts Purchased Horses

Special Material: Hagcloth

Feat: Arithmancy{rework, Digital Roots process}
Feat: Sacred Geometry {rework using Digital Roots & see 13th post}
Feat: Combat Expertise{rework} see Def Wpn Training {rework}
Feat: Defensive Weapon Training{rework} see Combat Expertise {rework}

Sense: Spiritsense (Su)

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