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Skills Balance +22, Climb +28, Concentration<br />
+39, Escape Artist +50, Hide +42, Jump<br />
+28, Listen +54, Move Silently +50, Spellcraft<br />
+24, Use Rope +2 (+6 bindings)<br />
True Seeing (Su) As the true seeing spell; continuous;<br />
caster level 20th.<br />
Frightful Presence (Su) The Worm that Walks<br />
inspires terror whenever it uses its wormsmite.<br />
Affected creatures must succeed<br />
on a DC 30 Will save or become shaken,<br />
remaining so as long as they stay within 60<br />
feet of the Worm that Walks. A creature that<br />
saves cannot be affected by the Worm’s<br />
frightful presence for 24 hours.<br />
Tongues (Su) As the tongues spell; continuous;<br />
caster level 20th.<br />
Worm-Smite (Ex) Once every 5 rounds, the<br />
Worm that Walks can make a standard<br />
melee attack to deliver a worm-smite. A<br />
creature struck by this attack must succeed<br />
on a DC 33 Reflex save or become covered<br />
in ravenous worms. On the Worm’s next<br />
turn and every turn thereafter, the target<br />
takes 10d8 points of slashing damage as<br />
the worms consume the victim’s flesh and<br />
burrow into its organs. The worms remain<br />
until destroyed or removed—or until the<br />
target is slain, indicating the worms have<br />
devoured their victim.<br />
A target can use a full-round action to<br />
attempt to remove the worms. Escaping<br />
requires a DC 33 Reflex save. Rolling on the ground—and<br />
thus crushing the worms—provides a +2 circumstance bonus<br />
on the save. Dealing at least 20 points of fi re damage<br />
destroys the worms, but deals the same amount of damage<br />
to the victim as well. Conjuration (teleportation) spells<br />
or spell-like effects can also extricate the target from the<br />
worm-smite. The save DCs are Constitution-based.<br />
Constructs, elementals, oozes, and creatures of the<br />
incorporeal subtype are immune to this ability.<br />
Create Spawn (Su) A humanoid or monstrous humanoid of<br />
Medium or smaller size killed by the Worm that Walks<br />
rises after 1d4 rounds as a spawn of Kyuss (MM2 186)<br />
under the Worm’s control. It does not possess any of the<br />
abilities it had in life.<br />
Discorporate (Ex) As an immediate action, the Worm that<br />
Walks can discorporate, collapsing into a pile of slithering<br />
vermin. There’s one Fine worm (AC 20, 1 hp each) for<br />
each hit point the Worm that Walks possessed prior to discorporating.<br />
In the round it uses this ability, the worms fall<br />
to the ground, fi lling the Worm’s space. Unless each worm<br />
is destroyed within 1 round, the writhing worms burrow<br />
into the earth or slither away using the Worm’s various<br />
forms of movement. As long as any component vermin<br />
survives, the Worm that Walks can, within 24 hours, breed<br />
and create a new body to house its malicious essence.<br />
Summon Scion (Sp) The Worm that Walks can summon a<br />
scion of Kyuss (see page 140) up to three times per day.<br />
pqs<br />
SPAWN OF KYUSS<br />
Spawn of Kyuss are described in Monster Manual II. If you do<br />
not have this supplement, you can use zombies in their place,<br />
but give them the bestow worm ability (page 138).<br />
pqs<br />
The Worm that Walks<br />
This effect is the equivalent of an epic spell. The scion<br />
remains for up to 1 hour.<br />
Anathematic Secrecy (Su) The Worm that Walks is immune<br />
to all divine divination spell effects.<br />
Nondetection (Su) As the nondetection spell, always active;<br />
caster level 20th.<br />
Skills The Worm that Walks has a +20 racial bonus on Balance,<br />
Escape Artist, Hide, Listen, and Move Silently checks.<br />
EDWIN TOLSTOFF<br />
“Think I like this accursed form? No. I detest it. Through my service,<br />
I hope for only one outcome: freedom.”<br />
—Edwin Tolstoff<br />
When Edwin Tolstoff earned Kyuss’s favor, he also gained his<br />
new master’s form. Edwin is a mirror of Kyuss. He harbors<br />
great magical power within his body of wriggling vermin.<br />
GOALS<br />
Edwin Tolstoff was never satisfied with standard magical studies<br />
and turned toward darker pursuits, joining a secret cult of<br />
Nerull, god of death, and murdering colleagues to snatch their<br />
stores of mystical knowledge. His treachery and lust for learning<br />
earned the Worm’s attention and his new accursed form.<br />
Like many who bear the burden of service to an elder evil,<br />
Edwin wants escape, but his destiny was ever bound the<br />
moment he learned of Kyuss’s true nature. He believes the<br />
means to restore his form lies in the release of the Worm that<br />
Walks, though deep down he suspects even then he will find<br />
no release and will be absorbed into the greater being. Truly,<br />
he has nothing to lose, for either path leads to death.<br />
Illus. by Izzy<br />
CHAPTER 9<br />
THE WORM<br />
THAT WALKS<br />
131