KING
Star Spawn Larva Mage

Star Spawn Larva Mage

Aberration · Crown of Despair

T4d10Major

Undead illithid puppets, larva mages command swarms of maggots, casting spells twisted by eldritch influence.

Tier 4  ·  Role Major  ·  Pool Vigor 8 / Vitality 8  ·  AC 12  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC127 base + 5 Sense
Vigor8Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 + d12rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit15+Cunning 20
Disruptd6on any Vitality loss
StatScoreModDie
Body8-1-d3
Mind22+6d12
Sense20+5d10
Heart18+4d8
Cunning20+5d10
Fate18+4d8

Passives

Passive

Spellcasting (maggot-eldritch sorcery)

The larva mage's stolen mind still remembers its spells, now spoken through a chorus of maggots; it casts without hands out to 60 ft. Advantage on saves against spells.

Passive

Maggot Shroud

Wrapped in a writhing swarm. A creature that starts its turn within 10 ft or strikes the mage in melee takes 1 Vigor damage.

Maneuvers

Maneuver

Summon Grue

Calls 2 Star Spawn Grue up out of the writhing mass, appearing in open spaces within 30 ft.

Maneuver

Confusion

Whispers eldritch nonsense into a 20 ft sphere within 60 ft. Each creature there makes a Mind save (DC 17) or loses control, acting randomly and dazed for 1 round.

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

Maggot Storm

Telegraph · disrupt d6 · Body save

The swarm bursts outward 30 ft in every direction. Each creature in the area must pass a Body save (DC 17) or take 4 damage and be blinded for 1 round as maggots swarm its eyes; on a success, 1 Vigor damage.

Tactics

GM tactics

Summons grue minions early to create chaos. Uses Maggot Storm when enemies cluster and Confusion to break up whatever formation survives. Lets its minions absorb blows while the Maggot Shroud punishes anyone who closes.

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 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 15+ (Cunning 20).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.