Saturday, May 08, 2010

Worm, Runespiral

CLIMATE/TERRAIN: Underdark
FREQUENCY: Very Rare
ORGANIZATION: Hive
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: High (14)
TREASURE: Incidental
ALIGNMENT: Neutral Evil
NO. APPEARING: 1-25 (5)
ARMOR CLASS: 4
MOVEMENT: 9
HIT DICE: 9
THAC0: 11
NO. OF ATTACKS: 6
DAMAGE/ATTACK: 1d4 x6
SPECIAL ATTACKS: Hive scream
SPECIAL DEFENSES: Confusion
MAGIC RESISTANCE: 50%
SIZE: M
MORALE: Steady (12)
XP VALUE: 6,000

These strange creatures of the deep Underdark live in colonies and seem to have a hive mind, meaning that they are telepathically linked and what one sees, all see. They communicate via this mental link, and so have no use for language. They seem to be able to understand languages of other races, but either do not have the ability to communicate their thoughts to other species or simply have no interest in doing so. Their name comes from their “shell” covering the top or back portion of the creature. It is not really a shell at all, but a semi-transparent sack filled with some sort of fluid that from a distance appears to be a constantly changing series of runes. In reality, they are not runes at all, but some sort of bodily fluids of different colors that are constantly shifting. Mammals find the changing patterns impossible to ignore, and if within 10 feet of the creatures any mammalian creature must save vs. spells or be transfixed for 1d4 rounds. At the end of the effect, another save vs. spell must be made to avoid one of 4 terrible mental effects:
Confusion, as per the spell cast by a 9th level wizard
Sleep as cast by a 9th level wizard
Fear as per the spell cause fear cast by a 9th level wizard
Permanent loss of 1d4 points of Intelligence

Obviously, the effects are negated if there is no light by which to see the runes, or if blinded. Monstrologists believe this is an added protection against creatures in the Underdark who use artificial or natural light. The Runespiral Worm has excellent night vision and are unaffected by their own runes.

Each Runespiral Worm has 6 bladelike appendages on their upper body near the head. These are as deadly as a fighter with 6 shortswords that can be used in a single round. Thus, the creature is as able to defend from the front as they are defended from behind.

Their other defense is a screeching howl which can be used to drown out all other sound (rendering spell casting as ineffective as a globe of silence) and causing actual physical pain to the ears. When one howls, any other worm within 125 feet will also take up the howl, thereby increasing the noise and the damage it causes. No sound but the screeching can be heard within 125 feet of the creatures howling, and those within range suffer deafness for 1d6 rounds per screeching worm, and 1d4 points of damage each round the howling continues. Screeching will continue for 1d12 rounds from the first screech. This defense can only be used once per day.

Labels: ,

0 Comments:

Post a Comment

<< Home