KING
Nihil Worm

Nihil Worm

Fiend · Crown of Despair

T4d10Major

A twenty-foot eyeless worm with smooth, featureless grey skin and no visible sensory organs. It simply moves through the earth consuming whatever is there, reducing everything to uniform grey nothing. The tunnel it leaves is perfectly smooth and smells of absolutely nothing.

Tier 4  ·  Role Major  ·  Pool Vigor 5 / Vitality 7  ·  AC 14  ·  ATK +7  ·  Save DC 17  ·  Dmg d10

AC1416 base - 2 Sense
Vigor5Tier + Heart mod, regenerates
Vitality72 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+7d20 + bonus vs AC, two a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit18+Cunning 14
StatScoreModDie
Body20+5d10
Mind8-1-d3
Sense6-2-d3
Heart12+1d3
Cunning14+2d4
Fate18+4d8

Passives

Passive

Null Field

Immune to all magic. Within 10 ft of the worm every magical effect is suppressed and all rolls suffer -1; luck does not function there.

Passive

Burrower

Moves through earth at 30 ft and solid stone at 15 ft, leaving a perfectly smooth tunnel that smells of nothing.

Maneuvers

Maneuver

Void Pulse

A 30 ft burst of grey silence. Active spells in the area end and magic items go dormant until the end of the worm's next turn. Each spellcaster in the area takes 1 Vigor damage.

Reactions

Reaction

Null Rebound

When a creature within 30 ft casts a spell, the caster takes 1 Vigor damage as the worm gnaws at the magic.

Tactics

GM tactics

Burrows toward concentrations of magical energy. Surfaces beneath spellcasters and opens with Void Pulse to strip the area of magic. Bites at now-defenseless magic-users. Its Null Field leaves enchanted gear dead in the hand. Does not distinguish between allies and enemies -- it simply consumes the extraordinary and leaves the mundane.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 3 + Tier, like a hero but with no wounds. Full Vigor at combat start; at the start of its turn it regains 1 Vigor. Dead at 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 18+ (Cunning 14).
  • Two attacks in a normal turn.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.