Celestial Worm
Beast · no Crown (Meridian)
T5d12Sovereign
A river-sized worm three hundred feet long that consumes terrain as it moves, leaving voids that fill with raw progenitor-light to form new and unpredictable landscapes.
Tier 5 · Role Sovereign · Pool Vigor 8 / Vitality 30 · AC 14 · ATK +10 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 4 | -3 | -d4 |
| Sense | 8 | -1 | -d3 |
| Heart | 16 | +3 | d6 |
| Cunning | 14 | +2 | d4 |
| Fate | 20 | +5 | d10 |
Passives
World-Eater
Consumes terrain as it moves, leaving a 30 ft wide void that refills with raw progenitor-light over days, forming new land. Resistant to damage from non-magical weapons; concentrated single-progenitor light deals it 1 extra damage.
Seismic Passage
The ground heaves in its wake. A creature that starts its turn within 100 ft makes a Body save (DC 19) or falls prone.
Maneuvers
Swallow Whole
One creature its jaws hit this turn makes a Body save (DC 19) or is swallowed into the pocket world inside the worm, where fragments of the twelve Celestial worlds drift; escape must be found from within.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Tectonic Surge
The worm's passage sets off a localized earthquake. Structures within 200 ft collapse. Each creature within 100 ft makes a Body save (DC 19): on a failure it takes 5 damage and is knocked prone; on a success it takes 1 Vigor damage.
Tactics
GM tactics
The celestial worm is not malicious -- it is geological. It moves through terrain, consuming and remaking it. It swallows anything in its path. It does not target individuals; it simply moves forward. The only strategies are to get out of its path or exploit its vulnerability to concentrated single-progenitor light.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d12. A crit rolls two: 2d12.
- Crits on a natural 18+ (Cunning 14).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
- NPCs never take wounds.