KING
Worm of Nuro

Worm of Nuro

Aberration · Crown of Domination

T1d4Minor

Parasitic worms that possess hosts, driving them to madness as they seek to multiply in fleshy prisons.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 8  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC88 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body6--
Mind16--
Sense14--
Heart12--
Cunning14--
Fate12--

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

Passives

Passive

Tiny

Advantage on checks to hide. Squeezes through any gap an inch wide and cannot be grabbed.

Passive

Parasitic Nature

While inside a host, the worm uses the host's body and cannot be attacked. Once per day the host may make a Mind save (DC 11) to resist the worm's commands for 1 hour.

Maneuvers

Maneuver

Burrow In

The worm wriggles into a grabbed, sleeping, or helpless creature through an orifice. The creature makes a Body save (DC 11) or is possessed. Loud noise or fire held to the entry point drives the worm out.

Maneuver

Maddening Whispers

While inside a host, the worm floods it with alien thoughts. The host takes 1 Vigor damage and is dazed for 1 round.

Tactics

GM tactics

Seeks to burrow into sleeping or helpless victims. Once inside, uses host to approach new victims. Whispers maddening thoughts to weaken host's will. Eventually spawns, killing the host.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • 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 2 kills it outright, and a single blow of 2 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.