KING
Pyrocline Wurm

Pyrocline Wurm

Beast · no Crown (Meridian)

T5d12Sovereign

A forty-foot worm that swims through solid stone by liquefying it with concentrated light-heat, erupting without warning in explosions of molten rock.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 6 / Vitality 30  ·  AC 14  ·  ATK +8  ·  Save DC 19  ·  Dmg d12

AC1412 base + 2 Sense
Vigor6Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+8d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit18+Cunning 14
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind6-2-d3
Sense14+2d4
Heart12+1d3
Cunning14+2d4
Fate14+2d4

Passives

Passive

Magma Body

Immune to fire damage. A creature that strikes the wurm in melee takes 1 Vigor damage from the heat.

Passive

Stone Swimmer

Burrows through solid stone at 40 ft per round, leaving tunnels of cooling glass. Cold quenches it: while taking cold damage it cannot burrow.

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.

Declaration

Volcanic Eruption

Telegraph · disrupt d6 · Body save

The wurm bursts up from below in a spray of molten rock. Each creature within 20 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. The eruption point becomes difficult terrain of molten glass.

Reactions

Reaction

Submerge

When reduced below half its Vitality, the wurm dives into the stone and cannot be targeted. It resurfaces within 60 ft after 2 rounds, usually with an eruption.

Tactics

GM tactics

Pyrocline wurms erupt from underground without warning, dealing massive fire damage. They bite and body slam surface targets, then submerge to reposition. Their unpredictability makes them terrifying -- there is no warning before they surface.

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.