KING
Pallor Worm

Pallor Worm

Fiend · Crown of Sloth

T3d8Major

A massive, pale grey segmented worm fifteen feet long with a lamprey mouth ringed with leaden teeth, the Pallor Worm injects apathy venom that strips all urgency from its victims - who then stop running, stop fighting, and walk willingly into its mouth.

Tier 3  ·  Role Major  ·  Pool Vigor 5 / Vitality 6  ·  AC 13  ·  ATK +6  ·  Save DC 15  ·  Dmg d8

AC1310 base + 3 Sense
Vigor5Tier + Heart mod, regenerates
Vitality62 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged8crit 2d8
Save DC15Tier 3 DC
Crit19+Cunning 12
StatScoreModDie
Body20+5d10
Mind6-2-d3
Sense16+3d6
Heart14+2d4
Cunning12+1d3
Fate14+2d4

Passives

Passive

Subsonic Drone

A low vibration rolls off its segments, dulling the will. Creatures within 30 ft take -1 to Heart saves. The drone stops, and the penalty with it, if the worm takes fire damage.

Maneuvers

Maneuver

Apathy Venom

Sinks leaden teeth into a creature within 5 ft. The creature makes a Heart save or takes 3 damage and is slowed as all urgency drains away; it will not pursue or press an attack (save ends). On a success it takes 1 Vigor damage.

Maneuver

Burrow

Slides into earth or stone, untargetable, and surfaces within 20 ft at the start of its next turn.

Reactions

Reaction

Coil and Wait

When a melee attack misses it, the worm coils tighter, gaining +2 AC until the start of its next turn. It does not counterattack. It waits.

Tactics

GM tactics

The Pallor Worm surfaces near camps and settlements, bites the nearest target, and waits. Its Apathy Venom does the rest: victims stop running, stop caring. Its Subsonic Drone wears down anyone who closes, and it coils and waits rather than trading blows. It does not pursue - it never needs to.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 3 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d8. A crit rolls two: 2d8.
  • Crits on a natural 19+ (Cunning 12).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.