Gilded Worm
Fiend · Crown of Mammon
T3d8Minor
A fifteen-foot segmented worm with scales of overlapping golden coins fused into its flesh and a circular grinding mouth lined with gemstone teeth. It is attracted to the scent of precious metals and will burrow through solid stone to reach a cache.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 14 · ATK +6 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | - | - |
| Mind | 6 | - | - |
| Sense | 14 | - | - |
| Heart | 14 | - | - |
| Cunning | 16 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Treasure Scent
Smells precious metal and gems within 200 ft, even through solid stone. Burrows through earth at 20 ft and through stone at 10 ft.
Maneuvers
Eruption
Bursts from the ground beneath a target. The target makes a Body save or takes 3 damage and is knocked prone; on a success it takes 1 Vigor damage.
Swallow Whole
When its bite hits a Medium or smaller creature, the target is swallowed: blinded, restrained, and takes 1 Vigor damage at the start of each of its turns while the gizzard makes it save (Body) each round or one carried metal item is ground into worthless lead. A swallowed creature cuts itself free by dealing 2 damage from inside.
Tail Sweep
Sweeps its coin-plated tail. Every creature within 10 ft makes a Body save or takes 1 Vigor damage and is knocked prone.
Tactics
GM tactics
Burrows beneath treasure caches and erupts under targets standing near valuables. Attempts to swallow the smallest party member first. Uses Tail Sweep when surrounded. Retreats underground once it has lost half its Vigor.
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.