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Monsters of NeoExodus: Wyrms of Wrath
monsters of neoexodus:
WYRMs OF WRAtH
LPJ9663
3.5 SYSTEM COMPATIBLE
BILECRAWLER
As we passed through the ten by ten corridor we
heard a rumbling sound like bone scraping upon
stone. Suddenly the walls to our right and left
exploded dislodging chunks of
masonry into the hall and
momentarily blinding us in
dust. Out from the fissures
a series of flesh tendrils
uncoiled like so many bloated
serpents. Each was as thick
around as pony. Attached
to the end of their slime-
covered trunks was a
nest of barbed spines.
At the center of
the peril, there
lay a pink, bile-
stinking orifice
lined with rows
of inward
tilted fangs.
Before
we could
act one
of them
caught
Suezarian
by the leg
and pulled
the young
apprentice
screaming
back down
the tunnel it
had sprung
from. The
lad’s tortured
calls echoed
back up to us even
as his lantern’s light
tumbled into the dark-
ness. As we backed away the
worms hissed and tumbled into
the corridor after us, coiling and
uncoiling, slithering like desert sidewinders
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Monsters of NeoExodus: Wyrms of Wrath
over the debris; their heads and tiny, baleful eyes
canted toward us – their would-be feast.
A bilecrawler burrows using the bony spines mounted
on its front end, and its acidic digestive juices.
It absorbs nourishment from the organic matter
and mineral nutrients found in the soil eating as it
burrows. However a bilecrawler’s diet requires it to
eat copious amounts of protein as well, which the
creature acquires by preying on other subterranean
creatures – notably humanoids like dwarves, goblins,
and drow. A burrowing bilecrawler usually does not
make a usable tunnel, but it can construct a tunnel at
need or at the command of a cthonnon master ( see
cthonnon ). To do so it must burrow at half speed. This
species of wyrm often digs winding tunnels abutting
dungeon corridors, natural caves and mine shafts, so
as to be closer to its prey. Typical tunnels are 5 feet
tall and wide, and from 60 to 150 feet long ( [1d10 +
5] x10 ).
Bilecrawler - CR 3
Always Neutral Large Magical Beast ( Wyrm )
Initiative: +0; Senses: darkvision 60 ft, low-light
vision, tremorsense 60 ft.; Listen +6, Spot +3
Armor Class: 18 ( –1 size, +9 natural ), touch 9, flat-
footed 18
HP: 25 ( 3 HD )
Saves: Fort +6, Ref +3, Will +2
Speed: 30 ft. ( 6 squares ), burrow 20 ft.
Melee: Bite +7 melee ( 2d6+7 plus 1d4 acid )
Space/Reach: 10 ft./5 ft.
Base Attack/Grapple: +3/+12
Special Attacks: Improved grab, spit acid
Abilities: Str 21, Dex 10, Con 17, Int 2, Wis 13, Cha
6
Special Qualities: Darkvision 60 ft., low-light vision,
narrow build, tremorsense 60 ft.
Feats: Acrobatic, Alertness
Skills: Jump +7, Listen +6, Spot +3, Tumble +5
Environment: Underground
Organization: Solitary or bed ( 2–4 )
Treasure: None
Advancement: 4 HD ( Large ); 5–9 HD ( Huge )
Level Adjustment:
The fleshy antenna, mounted above the bilecrawl-
er’s mouth, and banded chitin shell act as a motion
detector, picking up minute surface vibrations when
the creature is in contact with the earth. Vibrations
caused by passing prey are picked up by the creature’s
armor and transferred up to its antenna via vibratory
resonance. The wyrm can manage the same effect by
touching or burying its antenna in the ground.
COMBAt
A bilecrawler usually lies 5 to 10 feet below the
surface until its antennae detects the approach of prey.
It then burrows up to attack. ( Treat this as a charge,
even though the bilecrawler does not need to move 10
feet before attacking. ) The creature usually only fights
long enough to acquire a meal, grabbing a victim and
then escaping back down its tunnel. The more frus-
trated a bilecrawler the more likely it is to spit a gout
of bile.
The bilecrawler ( also know as a bile wyrm for the
gastrula stink it gives off ) makes its lair in caves and
dungeons, often burrowing into such places in search
of water or prey. This wyrm is the bane of most
subterranean humanoid races, being clever enough to
tunnel around heavily defended guard positions and
into living spaces and sleeping areas to feast upon the
surprised inhabitants ( most of whom are usually non-
combatants ). Many underground races have a number
of folk tales regarding these monsters, most involve
the wyrms having a taste for particularly unruly chil-
dren. Real bilecrawlers don’t particularly care whether
their meal has been naughty or nice.
Pods of bilecrawlers share the same territory but
do not cooperate, with one another unless directed
to by a cthonnon trainer. The wyrmlords often use
bilecrawlers as scouts, and sappers, when launching
an invasion of against their subterranean neighbors.
Likewise they use the beasts to construct new lairs.
Bilecrawlers make for excellent terror weapons
considering their predilections concerning food.
Bilecrawler’s appear much like stout segmented earth-
worms or slugs bred to enormous size. Their only
facial features are a gaping oral cavity rung round
with a collection of flexible barbed spines and a pair
of forward-pointed, lidded eyes mounted to either side
of its mouth. Their coloration ranges from dull pink
and gray to dark brown or glossy black. Typical speci-
mens grow to about 13 feet long and weigh around
900 pounds.
Improved Grab ( Ex ): To use this ability, a bilec-
rawler must hit a Medium or smaller creature with its
bite attack. It can then attempt to start a grapple as a
free action without provoking an attack of opportunity.
If the bilecrawler succeeds in controlling the grapple,
it attempts to retreat backward down its tunnel at its
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Monsters of NeoExodus: Wyrms of Wrath
land speed ( not its burrow speed ), dragging the victim
with it.
Abilities: Str 25, Dex 16, Con 20, Int 2, Wis 14, Cha
4
Special Qualities: Darkvision 60 ft., low-light vision,
narrow build, tremorsense 60 ft.
Feats: Acrobatic, Alertness, Improved Grapple,
Improved Initiative
Skills: Jump +9, Listen +8, Spot +5, Tumble +9
Environment: Underground
Organization: Solitary or bed ( 2–4 )
Treasure: None
Level Adjustment:
Narrow Build ( Ex ): A bilecrawler’s long narrow
physique is such that it can navigate areas that would
ordinarily be too small for a creature of it’s size cate-
gory without suffering many of the penalties associ-
ated with becoming squeezed ( see Tactical Movement
in the PH ). Bilecrawlers are treated as being one
size category smaller for purposes of moving around
corners or through tight enclosures. In areas where the
wyrm would ordinarily become squeezed, the wyrm
compresses to fit the area’s size, but suffers none of
the usual penalties associated with being squeezed
aside form being compressed to half it’s normal
tactical width
Spew Bile ( Ex ): A paragon bilecrawler’s stomach
acids are even more caustic than the standard variety.
Once every 1d4 rounds it can belch forth a 30-ft. line
of putrid yellow bile to soak its prey in ( 6d4 points of
acid damage, Reflex DC 18 for half ). The save DC is
Constitution-based.
For Example: When a Large bilecrawler ( which
normally takes up four squares ) squeezes into a space
that’s one square wide ( such as its own tunnel ), the
creature’s miniature figure occupies two squares,
centered on the line between the two squares. For a
bigger bilecrawler, center the creature likewise in the
area it squeezes into.
Paragon bilecrawlers, appear much like the more
common variety, but are a more confident breed less
likely to leave a fight until all its targeted prey have
fled or been incapacitated. Rarely are they found
untended in the “wild.” Almost all have been specifi-
cally bred and trained to be instruments of war by the
vermen, and rarely stray far from their owners’ sides.
A bilecrawler is still considered Large for all other
tactical considerations outside of the specific move-
ment mentioned above, including but not limited to:
grapple checks, skill checks, reach ( though it’s reach
will be shortened for it’s narrower profile ), etc….
A bilecrawler may not choose to squeeze past and
enemy.
The selective breeding process has, in addition to
making them heartier, also augmented the acidity
of the paragon bilecrawler’s stomach bile. The acid
of these augmented wyrms is so strong that older
paragon bilecrawlers often suffer near constant pain
from ulcers along their digestive tract. The result is
that paragon bilecrawlers must void their bile more
often and are therefore much freer using their acidic
spittle in enemies. Some scholars theorize that the
constant burning of their bile is the source of much of
this wyrm’s aggression.
Spew Bile ( Ex ): A bilecrawler’s stomach acids are
perilously caustic. Once every 2d4 rounds it can belch
forth a 30-ft. line of putrid yellow bile to soak its prey
in ( 4d4 points of acid damage, Reflex DC 14 for half ).
The save DC is Constitution-based.
Paragon Bilecrawler - CR 6
Always Neutral Large Magical Beast ( Wyrm )
Initiative: +5; Senses: darkvision 60 ft, low-light
vision, tremorsense 60 ft.; Listen +8, Spot +5
Armor Class: 21 ( –1 size, +3 Dex, +9 natural ), touch
12, flat-footed 18
HP: 62 ( 6 HD )
Saves: Fort +10, Ref +8, Will +4
Speed: 30 ft. ( 6 squares ), burrow 20 ft.
Melee: Bite +12 melee ( 2d6+10 plus 1d4 acid )
Space/Reach: 10 ft./5 ft.
Base Attack/Grapple: +6/+21
Special Attacks: Improved grab, spit acid
COMBAt
Bred to be bigger, tougher and more aggressive than
their fellows by the vermen. Paragon bilecrawlers are
less likely to retreat with one measly morsel caught
in their barbed mouth spines, and are more likely to
try and bring down as much prey as possible. After
a successful hunt the paragon bilecrawler removes
the bodies of its prey back to their tunnels to dine on
in peace. Only if the wyrm is severely injured does
it break off combat dragging whatever edibles it can
with it.
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Monsters of NeoExodus: Wyrms of Wrath
CtHONNON
The ground beneath your feet gives way revealing
a hideous, chattering, circle of articulated spines
surrounding a lamprey-like maw filled with rows
of serrated fangs. The fiendish orifice is attached to
a glistening four-foot-long slug with tiny atrophied
fore limbs horribly reminiscent of a newborn’s but
ending in palsied hands and black talon-like claws.
The abomination supports it self on a pair of stunted
reptilian legs from which twisted toes stick out at
seemingly random lengths. A fleshy tendril protrudes
from above its mouth at the top of what most would
call its eyeless head. The antenna takes a taste of the
air and then bruise-colored thing gives a loud hissing
screech in your general direction. There is a another
rumble from deep below. Something is coming.
Something large.
Cthonnons and their wyrms rise from their alien
labyrinths and make war on the world above. Popular
conjecture says it is plunder the surface of valuables,
slaves or food. Some say that the Cthonnon are acting
out of some primitive instinct and that they are as
bestial as the monsters they tend. The truth though lies
somewhere between. Every hundred years conditions
near the center of world become so inhospitable as to
drive the Cthonnon from the their homes for several
decades during which time they clash with various
subterranean, and terrestrial species over resources. As
a side note rampaging armies of undead are a much
less common threat during these periods.
Cthonnon lairs are little more than damp muddy
burrows that stink of clay. Most communities center
around some strange geologic feature such as crys-
talline cavern, purple worm fossil, or thermal vent.
Alternatively closer to the surface vermin often lair
in borrows, cemeteries, sewers and the lairs of other
monsters that have either moved on or been evicted by
the vermin. The worm folk have little need for equip-
ment and few even bother with clothing except when
dealing with humanoids. When dealing with more
conventional humanoids they wrap themselves in dark
hooded cloaks so as to conceal their disconcerting
appearance.
A Cthonnon ( singular or plural ) looks like nothing so
much as a slouching, land-bound, armored lamprey.
They have stubby, segmented, serpentine bodies with
short lizard-like legs and feet. Their tiny, almost atro-
phied arms end in three hooked claws. Their heads,
a near featureless extension of their sinuous necks,
end in a hole-shaped mouth filled with rows of tiny
inward slanting spines, capped off by a fleshy antenna
that serves as their primary olfactory organ. Cthonnon
show no hint of ever having developed eyes, but yet
can perceive their environs through a battery of other
senses including vibrations. Typical Cthonnon stand
about 4 feet tall and weigh about 110 pounds. Like
certain real wyrms they reproduce asexually through a
process similar to mitosis. When a Cthonnon reaches
a certain age and size it develops a second set of atro-
phied bodily features (i ncluding limbs, antenna and
mouth ), at its next molt the creature sheds into two
distinct beings both fully grown and possessing all the
knowledge of the original.
Cthonnon do make use of an ancient form of earth
rune magic that predates that of giants or dwarves,
and rumor persist about powerful rune wizards who
dwell in vast unnatural cathedrals of stone and mud,
hidden away in the deepest depths of the earth. Here
Cthonnon olmen ( the title given to Cthonnon’s most
accomplished bards ) murmur haunting hymns that stir
the very bones of the world. Given enough olmen of
sufficient talent the musical ritual magic of the worm-
lords is enough to cause volcanoes to awaken, fault
lines to shift and given time can move whole land-
masses, though the latter can take years and succes-
sions of singers to accomplish.
No less disconcerting is their taste for undead.
Cthonnon often raid the graveyards of other beings
when given the chance, but are most fond of eating
still moving animated dead having a sweet tooth for
whatever taste there is to necromantic magic. Beyond
the dead, Cthonnon can eat any sort of decaying
organic matter, be it from plants or animals.
Cthonnons speak Terran and Undercommon, though
most humanoids find their clicking spiky teeth to be
distracting.
Cthonnon - CR 3
Usually Lawful Evil Small Outsider ( Native, Earth )
Initiative: +0; Senses: All-around vision, Darkvision
60 ft., Tremorsense 60 ft.; Listen +6, Spot +8
Languages: Terran, Common
Armor Class: 23, touch 11, flat-footed 23 ( +1 size,
+12 natural )
HP: 22 ( 3 HD )
Cthonnon also known as wyrmlords or even worm-
folk, are an ancient subterranean race with a special
affinity for tending to and training the wyrms of
wrath. They are rumored to live in deepest bowels
of the earth deeper than even the drow, duergar or
svirfneblin. It is said that every few millennia the
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Monsters of NeoExodus: Wyrms of Wrath
Saves: Fort +5, Ref +3, Will +3
Speed: 20 ft. ( 4 squares ), burrow 20 ft.
Melee: Bite +6 melee ( 2d8+2 ) and 2 claws +4 melee
( 1d3+1 )
Space: 5 ft; Reach: 5 ft.
Base Atk: +3; Grp: +5
Special Attacks:
Abilities: Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha
10
Special Qualities: All-around vision, earth glide,
damage reduction 5/bludgeoning, darkvision 60 ft.,
immunity to cold and necromancy, outsider traits,
resistance to electricity 10, tremorsense 60 ft.
Feats: Improved Grapple B, Multiattack, Toughness
Skills: Handle Animal +0 ( +8 to handle wyrms ), Hide
+10, Intimidate +3, Knowledge ( dungeoneering ) +6,
Listen +6, Move Silently +3, Search +6, Spot +8,
Survival +6 ( +8 following tracks or underground )
Environment: Underground
Organization: Solitary, pair, or convocation ( 3–5 plus
1–4 wyrms of wrath )
Treasure: None
Advancement: 4–6 HD ( Small ), 7-9 HD ( Medium ) or
by class levels
Level Adjustment:
always choose to take 10 on a Handle Animal check
involving a wyrm, even if distracted or endangered.
COMBAt
Cthonnons rarely engage in direct combat with surface
dwellers instead relying on their monstrous wyrms to
do most of the fighting. If forced to fight, a typical
Cthonnon’s first instinct is to grapple its opponent and
use it’s powerful lamprey-like bite.
Cthonnon often strike from ambush, burrowing just
beneath the surface and then erupting from below
when they sense a foe within reach.
CtHONNON
CHARACtERS
Most Cthonnon revere Nergal the All-Comsuming
Worm as a god plagues, death, and the Underworld.
Nergal’s doctorine states that the Cthonnons will one
day inherit the world after all life other life has been
reduced to compost. Cthonnon clerics who follow
Nergal’s path may choose two of the following
domains: Darkness, Death, Destruction, and Earth.
Cthonnon clerics are often accompanied by fleshy
undead such as zombies who make tasty walking
treats for their master.
All-Around Vision ( Ex ): Though seemingly eyeless,
the Cthonnon’s skin functions as a primitive sensory
organ allowing it to “see” in all directions, providing
a +4 racial bonus on Spot and Search checks. A
Cthonnon can’t be flanked.
Advanced Cthonnon often take levels in support or
stealth classes such as necromancers, sorcerers, bards
or rogues. Cthonnon bards known as gullas ( singular
gulla ) in particular are renowned for their ability to
bolster their wyrm allies and shatter enemy defenses
with their hypnotic murmuring and destructive use of
magical harmonics. In large groups gullas can enact
ritual chants that can with time reshape entire regions.
A Cthonnon’s favored class is bard.
Earth Glide ( Ex ): A Cthonnon can glide through
stone, dirt, or almost any other sort of earth except
metal as easily as a fish swims through water. Its
burrowing leaves behind no tunnel or hole, nor
does it create any ripple or other signs of its pres-
ence. A move earth spell cast on an area containing a
burrowing Cthonnon flings the vermin back 30 feet,
stunning the creature for 1 round unless it succeeds on
a DC 15 Fortitude save.
Cthonnon Paragon
Asexual Cthonnon Paragon 3
Usually Lawful Evil Small Outsider ( Native, Earth )
Initiative: -1; Senses: All-around vision, Darkvision
60 ft., Tremorsense 60 ft.; Listen +6, Spot +8
Languages: Terran, Common, Goblin, Undercommon
Armor Class: 24, touch 10, flat-footed 24, ( +1 size,
-1 Dex, +13 natural, +1 amulet )
HP: 60 ( 6 HD )
Saves: Fort +12, Ref +6, Will +8
Speed: 20 ft. ( 4 squares ), burrow 20 ft.
Melee: Bite +8 melee ( 2d8+2 ) and 2 claws +6 melee
( 1d3+1 )
Immunity to Necromancy ( Ex ): A Cthonnon
is immune to spells or spell-like abilities of the
Necromancy school that allow spell resistance. This
however does not preclude them from using the
Necromancy school magic.
Wyrm Mastery: The Cthonnon get their moniker,
wyrmlord, from their affinity for wyrms. A Cthonnon
receives a +8 racial bonus on Handle Animal checks
involving creatures of the wyrm subtype. It can
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