Tuesday, November 4, 2014

Hill Cantons Bestiary: the Wereworm

The write up for the unique Slumbering Ursine Dunes pointcrawl nodes for the high-roller Kickstarter backers is finally finished. Since the regular main adventure is functionally laid-out and ready go that spells an end to all my work on the main project. Yip-f*ckin'-iee.

To celebrate here is a free critter for you; the subject of the last “Full Brad” encounter and special session macguffin, the dreaded wereworm.

"Tell me what you want done, and I will try it, if I have to walk from here to the East of East and fight the wild Were-worms in the Last Desert."
― Bilbo Baggins in The Hobbit

Wereworm
No. Enc.: 1d4 (1d4)
Alignment: Chaotic (Evil)
Movement: 120’ (above land), 60' (burrowing)
Armor Class: 3
Hit Dice: 4
Attacks: 1 (bite)
Damage: 2d6
Save: F5
Morale: 8
Hoard Class: XX
XP: 550
Thought only to be myth even by the most rigorous of borderlands sages, Wereworms do--sadly for humankind--eke out a twisted (no pun intended) existence on the edges of human civilization. In human form they appear to be perfectly normal human specimens with the notable exceptions of their mouths which seem uncomfortably circular and matched with a fetid, corrupted smell and look.

In worm form the creatures will appear to be 7-8 foot long miniature versions of the dreaded Mauve Worm (a mutation of the more common and equally dreadful Purple Worm). There gaping mouths cause considerable damage. In such form they will frequently be found burrowing underground in hopes of setting up an ambush.

Wereworms are subject to the same advantages (magic/silver weapons can only effect them, disease etc) and disadvantages (wolvesbane, lingering doubt about body image, etc) as other lycanthropes in Labyrinth Lord.  

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