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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