KING
Threadworm

Threadworm

Beast · no Crown (Meridian)

T1d4Minor

Hair-thin luminous parasitic worms that attach to sleeping creatures, draining progenitor-light and Constitution over time while making hosts glow faintly.

Tier 1  ·  Role Minor  ·  Pool Vigor 2  ·  AC 8  ·  ATK +0  ·  Save DC 11  ·  Dmg 1 (flat)

AC88 base
Vigor22 x Tier, one pool. Breaks at 1, dies at 0
Move30 ft
Initiatived8rerolled each round
Attack+0d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body12--
Mind4--
Sense12--
Heart12--
Cunning8--
Fate12--

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

Passives

Passive

Light Siphon Parasite

Attaches to sleeping creatures. Each attached threadworm drains 1 point of progenitor-light per night (cosmetic dimming). After 7 consecutive nights, the host loses 1 Body permanently. Hosts glow faintly while infested.

Passive

Easily Removed

Salt or fire removes threadworms instantly. Any other removal attempt makes the worm burrow deeper; the host takes 1 Vigor damage.

Maneuvers

Maneuver

Burrow Attach

Moves toward the nearest sleeping creature and attaches. No attack roll is needed against a sleeping target.

Maneuver

Deep Siphon

An attached threadworm burrows deeper, accelerating its drain. The host takes 1 Vigor damage and their glow intensifies, attracting predators within 60 ft.

Tactics

GM tactics

Threadworms have no combat tactics. They are parasites that infest bedding and attach to sleeping creatures. The danger is cumulative drain over multiple nights and the glow that attracts predators.

Running it

Rules

  • One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 1 left, and dies at 0. The pool does not regenerate.
  • 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.
  • With 1 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
  • At 0 Vigor it is dead: 2 total damage, 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.