Worm that Walks (3.5e Template)
| |||||||||
Rate this article Discuss this article |
Contents
- 1 Worm that Walks
- 1.1 Creating a Worm that Walks
- 1.1.1 Size and Type
- 1.1.2 Hit Dice
- 1.1.3 Armor Class
- 1.1.4 Special Attacks
- 1.1.5 Special Qualities
- 1.1.6 Spell-Like Abilities
- 1.1.7 Abilities
- 1.1.8 Skills
- 1.1.9 Feats
- 1.1.10 Aging
- 1.1.11 Environment
- 1.1.12 Organization
- 1.1.13 Challenge Rating
- 1.1.14 Treasure
- 1.1.15 Alignment
- 1.1.16 Advancement
- 1.1.17 Level Adjustment
- 1.1 Creating a Worm that Walks
Worm that Walks
A non-epic Worm That Walks; mostly the same, minus the epic numbers.
Creating a Worm that Walks
“Worm that walks” is a template that can be added to any evil full spellcaster humanoid with at least 13 caster levels. It uses all the original character’s statistics, special abilities, and equipment, except as noted here. It is usually obtained by some form of magical ritual, not unlike a ritual to become a lich. Despite the aberration type, they can be created through necromantic creation feats and rules like Feed the Dark Gods.
Size and Type
The character's type changes to Aberration (it is a creature composed of hundreds of discrete crawling worms). They are also affected by spells as if they were the Vermin type.
Hit Dice
Increase to d8.
Armor Class
The character loses any already existing natural armor bonus to AC and instead gains a +5 natural armor bonus.
Special Attacks
The character maintains all its special attacks. It also gains one special attack, engulf.
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 1d6 points of damage per character level as the biting vermin nibble away. 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 1d6 points of damage per character level. Swarms are immune to this attack.
Special Qualities
Blindsense (Ex): A worm that walks has Blindsense out to 30'.
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 character’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.
Flowing (Ex): A worm that walks automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
Frightful Presence (Su): When a worm that walks engulfs a victim, witnesses must make a Will save (DC 10 + 1/2 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 to 10 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.
Spell-Like Abilities
1/day— animal growth (vermin), animal messenger (vermin), animal shapes (vermin), animal trance (vermin), colossal vermin (as giant vermin, but it can increase the creature’s size from Large to Gargantuan and from Huge to Colossal), creeping doom, giant vermin, summon swarm (vermin), summon vermin (as summon nature’s ally, except it summons 10 HD of vermin per level), and vermin plague (as insect plague). Caster level equal to character level.
Abilities
Same as the character.
Skills
A worm that walks gains a +4 racial bonus to Move Silently.
Feats
Same as the character.
Aging
A worm that walks has no maximum age category and effectively ceases to age.
Environment
Any
Organization
Solitary, occasionally with minions or master.
Challenge Rating
2
Treasure
Same as the character.
Alignment
Usually evil.
Advancement
By character class.
Level Adjustment
+2
Back to Main Page → 3.5e Homebrew → Monsters → Templates
Author | Surgo + |
CR | 2 + |
Identifier | 3.5e Template + |
Level Adjustment | 2 + |
Rating | Undiscussed + |
Summary | A non-epic Worm That Walks; mostly the same, minus the epic numbers. + |
Title | Worm that Walks + |
Type | Aberration + |