KING
Fracture Worm

Fracture Worm

Beast · no Crown (Meridian)

T3d8Minor

Fifteen-foot eyeless burrowing worms that glow from within, each segment a different hue, liquefying earth with concentrated light and leaving tunnels lined with razor-sharp crystal.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC1313 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind6--
Sense8--
Heart12--
Cunning14--
Fate14--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Burrower

Burrows through earth and soft stone at 30 ft per round, leaving tunnels lined with razor crystal. A creature crawling through its tunnels takes 1 Vigor damage per round of movement.

Maneuvers

Maneuver

Submerge

Burrows underground, untargetable until it surfaces.

Maneuver

Eruption Strike

Bursts from the ground beneath a creature in a spray of crystal shards. Body save (DC 15): on a failure the target takes 3 damage and is knocked prone; on a success it takes 1 Vigor damage.

Tactics

GM tactics

Fracture worms leave crystal-lined tunnels behind them as broken ground, then submerge and attack from new positions with Eruption Strike. They avoid sustained surface combat, preferring hit-and-retreat burrowing tactics.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.