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Vaynor
2008-09-22, 07:19 PM
Blood Worm
Fine Aberration
HD 1d8-1 (3 hp)
Speed 5 ft. (1 square); burrow 5 ft., climb 5 ft.
Init: +8
AC 22 (+4 Dex, +8 size); touch 22; flat-footed 18
BAB +0; Grp -21
Attack Bite +4 melee (1d3-5+1 acid, x2)
Full-Attack Bite +4 melee (1d3-4+1 acid, x2)
Space 3 inches; Reach 1 ft.
Special Attacks Acidic bite, implant
Special Qualities Darkvision 60 ft.
Saves Fort -1 Ref +4 Will +1
Abilities Str 1, Dex 19, Con 9, Int 12, Wis 9, Cha 2
Feats Improved Initiative, Weapon FinesseB
Skills: Climb +2, Hide +23
Environment Any
Organization Solitary, swarm
Challenge Rating 2
Treasure None
Alignment Chaotic Evil
Advancement 1-3 HD (fine)

Blood worms are small, sinuous worms that release acid into their surrounding area. Pale white in color, blood worms’ sole purpose is infiltration of a host body to further their development as a species.

Combat

Blood worms will attempt to implant themselves in a potential host at any cost. They are not reckless however, and will wait until an opportunity presents itself that will allow them to invade a body without previous detection, or even ever being detected.

Acidic Bite: A blood worm can exude a potent acid at will. This is generally used to bore through a target’s skin to allow the blood worm to implant itself. Any attack made to attempt implantation receives a +5 bonus.

Implant: A blood worm may attempt to implant whenever attacking. Implant is considered a touch attack. If the attack is successful, the blood worm uses its acid to bore into the target and into its veins or arteries. The target must succeed on a DC 12 Fortitude save to resist the intrusion. The save is Constitution base, with a +2 racial bonus. Once in the bloodstream, the blood worm begins to feed upon its victims blood. At this point, and at any time within the next 5 rounds, the blood worm may be destroyed with a remove disease spell. After 5 rounds, the blood worm has spread too far to be contained in this fashion and requires a heal spell or similar effect to be destroyed.

Every round after implanting itself into its new host, 1d3 new bloodworms are produced. Slowly, the victims blood is eaten away by the blood worms, and veins and arteries are replaced with them. Every 10 new blood worms spawned lowers the host’s Constitution score is lowered by 1. After the victim’s Constitution score is reduced to 0, the blood worms take over the host, effectively killing it, and taking control of the body’s actions.

At this point, the blood worms either emerge as a swarm of blood worms (see greater blood worm) or continue to eat away at the host’s body, replacing all but skin and bone (see infested one template).

Vaynor
2008-09-22, 07:20 PM
Blood Worm, Greater
Fine Aberration (Swarm)
HD 8d8+8 (44 hp)
Speed 20 ft. (4 squares); burrow 10 ft., climb 10 ft.
Init: +9
AC 23 (+5 Dex, +8 size); touch 22; flat-footed 18
BAB +6; Grp –
Attack Swarm (2d6+1d6 acid)
Full-Attack Swarm (2d6+1d6 acid)
Space 10 ft.; Reach 0 ft.
Special Attacks Acidic bite, distraction, implant
Special Qualities Darkvision 60 ft., hive mind, immune to weapon damage, swarm traits
Saves Fort +2 Ref +7 Will +5
Abilities Str 1, Dex 20, Con 12, Int 12, Wis 9, Cha 2
Skills Climb +2, Hide +15
Feats Improved Initiative, Weapon Finesse
Environment Any
Organization Solitary
Challenge Rating 6
Treasure None
Alignment Chaotic Evil
Advancement None
Level Adjustment: –

A greater blood worm occurs when a large mass of blood worms breaks free from a host, living on its own rather than depending on another. A greater blood worm resembles a single blood worm, except it consists of many smaller creatures formed together as one.

Combat

Greater blood worms will attack viciously on sight, using their potent acid and implantation techniques to destroy their enemies, if not at the moment then in the long run, invading targets’ bodies.

Acidic Bite: A greater blood worm can exude a potent acid at will. This is generally used to bore through a target’s skin to allow the greater blood worm to implant a blood worm. Anyone caught in the greater blood worm’s swarm attack takes an additional 1d6 damage.

Distraction: Any living creature that begins its turn with a greater blood worm in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Hive Mind: Any greater blood worm with at least 1 hit point per Hit Die (or 19 hit points, for a standard greater blood worm) forms a hive mind, giving it an Intelligence of 15. When an greater blood worm is reduced below this hit point threshold, it becomes mindless.

Implant: A greater blood worm may attempt to implant whenever occupying another’s space. This form of implant is considered a swarm attack and the target must succeed on a DC 15 Fortitude save or be infected with a blood worm. This save is constitution based. If the save is failed, the blood worm uses its acid to bore into the target and into its veins or arteries. Once in the bloodstream, the blood worm begins to feed upon its victims blood. At this point, and at any time within the next 5 rounds, the blood worm may be destroyed with a remove disease spell. After 5 rounds, the blood worm has spread too far to be contained in this fashion and requires a heal spell or similar effect to be destroyed.

Every round after implanting itself into its new host, 1d3 new blood worms are produced. Slowly, the victims blood is eaten away by the blood worms, and veins and arteries are replaced with them. Every 10 new blood worms spawned lowers the host’s Constitution score is lowered by 1. After the victim’s Constitution score is reduced to 0, the blood worms take over the host, effectively killing it, and taking control of the body’s actions.

At this point, the blood worms either emerge as a swarm of blood worms (greater blood worm) or continue to eat away at the host’s body, replacing all but skin and bone (see infested one template).

Vaynor
2008-09-22, 07:21 PM
Infested One

Infested ones are bodies under the control of blood worms, who establish this control by a gruesome process of implantation and the slow digestion of the inner organs, which are replaced by blood worms, leaving only the skin and bone of the original creature remaining.

Creating An Infested One

"Infested One" is an acquired template that can be added to any corporeal creature (other than an undead) that has blood and whose size category is small or greater (referred to hereafter as the base creature).

Size and Type: The base creature’s size remains the same, but the creature’s type changes to aberration. All subtypes except for alignment subtypes are retained. It uses all the base creature’s statistics and abilities except as noted here.

Hit Dice: All of the base creature’s hit dice are changed to d8s.

Speed: If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class: Natural Armor bonus increases by a number based on the infested one’s size:




Infested One Size

Natural Armor Bonus


Small

+1


Medium

+2


Large

+3


Huge

+4


Gargantuan

+6


Colossal

+10



Base Attack: An infested one has a base attack bonus equal to 3/4 of its hit die.

Attacks: An infested one retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. An infested one also gains a slam attack.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the infested one’s size. (Use the base creature’s slam damage if it’s better.)




Infested One Size

Slam Damage


Small

1d6


Medium

2d6


Large

3d6


Huge

5d6


Gargantuan

7d6


Colossal

9d6



Special Attacks: An infested one retains all non-spell-like attacks, as well as gaining the following special attacks:

Acidic Bite: An infested one can exude a potent acid at will. This is generally used to bore through a target’s skin to allow the infested one to implant a blood worm. Any successful slam or natural attack deals an additional 2d6 acid damage.

Amazing Reach: An infested one can shoot a stream of blood worms from a specific spot in his anatomy (usually under the wrists) as a normal slam attack, but with the reach increased by 15 ft. This may be used as a standard attack once every 1d4 rounds.

Implant: An infested one may attempt to implant a blood worm whenever attacking with its natural or slam attack. If the attack is successful, the infested one uses its acid to bore into the target and release a blood worm into its veins or arteries. The target must succeed on a Fortitude save equal to DC 10 + 1/2 of the infested one’s HD + Constitution modifier + 2 racial bonus. Once in the bloodstream, the blood worm begins to feed upon its victims blood. At this point, and at any time within the next 5 rounds, the blood worm may be destroyed with a remove disease spell. After 5 rounds, the blood worm has spread too far to be contained in this fashion and requires a heal spell or similar effect to be destroyed. Every round after implanting itself into its new host, 1d3 new bloodworms are produced. Slowly, the victims blood is eaten away by the blood worms, and veins and arteries are replaced with them. Every 10 new blood worms spawned lowers the host’s Constitution score is lowered by 1. After the victim’s Constitution score is reduced to 0, the blood worms take over the host, effectively killing it, and taking control of the body’s actions. At this point, the blood worms either emerge as a swarm of blood worms (see greater blood worm) or continue to eat away at the host’s body, replacing all but skin and bone (infested one template).

Worm Spray: Once every 1d6 rounds, an infested one may spray a blob of acid-soaked blood worms in his general area. Any creature adjacent to the infested one must make a DC 10 + 1/2 infested one’s HD + Constitution modifier Reflex save or suffer an implantation attempt. The spray does normal slam and acid damage regardless of the outcome of the Reflex save.

Special Qualities: An infested one retains all non-spell-like special qualities. In addition, the following special qualities are gained:

Damage Reduction: The infested one’s lack of organs gives it DR 5/slashing.

Darkvision: The infested one gains darkvision out to 60 ft.

Saves: All of the infested one’s saves stay the same, except Will increases by 2.

Abilities: An infested one’s ability scores increase as follows: Str +2, Dex +6, Con +4, Int +2, Wis +2, Cha -2.

Skills: An infested one gains no additional skills.

Feats: An infested one gains no additional feats.

Environment: Same as base creature

Organization: Solitary; Group (2-5)

Challenge Rating: HD 9 or less, as base creature +3; HD 10-20, as base creature +4.

Treasure: None.

Alignment: Always chaotic evil.

Advancement: –

Level Adjustment: –



Example Infested One


Infested Orc
Medium Aberration
HD 1d8+3 (8 hp)
Speed 30 ft. (6 squares)
Init: +3
AC 18 (+3 Dex, +2 natural armor bonus, +3 studded leather armor); touch 13; flat-footed 15
BAB +0; Grp +4
Attack Falchion +4 melee (2d4+4/18-20) or javelin +3 ranged (1d6+4) or slam +4 melee (2d6+2d6+4)
Full-Attack Falchion +4 melee (2d4+4/18-20) and slam +4 melee (2d6+2d6+4)
Space 5 ft.; Reach 5 ft.
Special Attacks Acidic bite, amazing reach, implant, worm spray
Special Qualities Darkvision 60 ft., DR 5/slashing
Saves Fort +5 Ref +3 Will +1
Abilities Str 19, Dex 17, Con 16, Int 10, Wis 9, Cha 4
Skills Listen +2, Spot +2
Feats Alertness
Environment Temperate hills
Organization Solitary; group (2-5)
Challenge Rating 4
Treasure Standard
Alignment Always chaotic evil
Advancement –
Level Adjustment –

Acidic Bite: An infested one can exude a potent acid at will. This is generally used to bore through a target’s skin to allow the infested one to implant a blood worm. Any successful slam or natural attack deals an additional 2d6 acid damage.

Amazing Reach: An infested one can shoot a stream of blood worms from a specific spot in his anatomy (usually under the wrists) as a normal slam attack, but with the reach increased by 15 ft. This may be used as a standard attack once every 1d4 rounds.

Implant: An infested one may attempt to implant a blood worm whenever attacking with its natural or slam attack. If the attack is successful, the infested one uses its acid to bore into the target and release a blood worm into its veins or arteries. The target must succeed on a Fortitude save equal to DC 10 + 1/2 of the infested one’s HD + Constitution modifier + 2 racial bonus. Once in the bloodstream, the blood worm begins to feed upon its victims blood. At this point, and at any time within the next 5 rounds, the blood worm may be destroyed with a remove disease spell. After 5 rounds, the blood worm has spread too far to be contained in this fashion and requires a heal spell or similar effect to be destroyed.

Every round after implanting itself into its new host, 1d3 new bloodworms are produced. Slowly, the victims blood is eaten away by the blood worms, and veins and arteries are replaced with them. Every 10 new blood worms spawned lowers the host’s Constitution score is lowered by 1. After the victim’s Constitution score is reduced to 0, the blood worms take over the host, effectively killing it, and taking control of the body’s actions.

At this point, the blood worms either emerge as a swarm of blood worms (see greater blood worm) or continue to eat away at the host’s body, replacing all but skin and bone (infested one template).

Worm Spray: Once every 1d6 rounds, an infested one may spray a blob of acid-soaked blood worms in his general area. Any creature adjacent to the infested one must make a DC 10 + 1/2 infested one’s HD + Constitution modifier Reflex save or suffer an implantation attempt. The spray does normal slam and acid damage regardless of the outcome of the Reflex save.

Vaynor
2008-09-22, 07:22 PM
Blood Worm, Elder
Fine Aberration (Swarm)
HD 19d8+82 (168 hp)
Speed 40 ft. (4 squares); burrow 20 ft., climb 20 ft.
Init: +10
AC 26 (+6 Dex, +8 size, +4 Natural); touch 24; flat-footed 22
BAB +14; Grp –
Attack Swarm (6d6+3d6 acid)
Full-Attack Swarm (6d6+3d6 acid)
Space 20 ft.; Reach 0 ft.
Special Attacks Acidic bite, distraction, implant
Special Qualities Darkvision 60 ft., hive mind, immune to weapon damage, swarm traits
Saves Fort +12 Ref +14 Will +14
Abilities Str 5, Dex 23, Con 19, Int 15, Wis 12, Cha 5
Skills Climb +17, Hide +22
Feats Improved Initiative, Improved Natural Attack, Lightning Reflexes, Great Fortitude, Iron Will, Toughness (x2), Weapon FinesseB
Environment Any
Organization Solitary
Challenge Rating 15
Treasure None
Alignment Chaotic Evil
Advancement 19-25 HD (fine)
Level Adjustment: –

Elder blood worms are ancient masses of blood worms, forming a humongous, amorphous shape. Elder blood worms come to existence over decades, starting as a greater blood worm that slowly grows by consuming blood and adding to itself.

Combat

Elder blood worms have no fear, and will justify combat for even a drop of blood. When they spot prey they tend to head towards it as fast as possible, keeping their worm-like shape, then flatten out around the area the target resides in, to quell any attempts at escape.

Acidic Bite: A elder blood worm can exude a potent acid at will. This is generally used to bore through a target’s skin to allow the elder blood worm to implant a blood worm. Anyone caught in the elder blood worm’s swarm attack takes an additional 3d6 damage.

Distraction: Any living creature that begins its turn with a elder blood worm in its space must succeed on a DC 23 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Hive Mind: Any elder blood worm with at least 1 hit point per Hit Die (or 19 hit points, for a standard elder blood worm) forms a hive mind, giving it an Intelligence of 15. When an elder blood worm is reduced below this hit point threshold, it becomes mindless.

Implant: A elder blood worm may attempt to implant whenever occupying another’s space. This form of implant is considered a swarm attack and the target must succeed on a DC 25 Fortitude save or be infected with a blood worm. This save is constitution based. If the save is failed, the blood worm uses its acid to bore into the target and into its veins or arteries. Once in the bloodstream, the blood worm begins to feed upon its victims blood. At this point, and at any time within the next 5 rounds, the blood worm may be destroyed with a remove disease spell. After 5 rounds, the blood worm has spread too far to be contained in this fashion and requires a heal spell or similar effect to be destroyed.

Every round after implanting itself into its new host, 1d3 new blood worms are produced. Slowly, the victims blood is eaten away by the blood worms, and veins and arteries are replaced with them. Every 10 new blood worms spawned lowers the host’s Constitution score is lowered by 1. After the victim’s Constitution score is reduced to 0, the blood worms take over the host, effectively killing it, and taking control of the body’s actions.

At this point, the blood worms either emerge as a swarm of blood worms (greater blood worm) or continue to eat away at the host’s body, replacing all but skin and bone (see infested one template).

Vaynor
2008-09-22, 07:23 PM
Items

Blood Worm Poison: The blood worm gestation cycle is complex and quick. Eggs are laid and hatched within seconds. However, if laid into a cold area, the eggs will become dormant. By tricking a blood worm into laying eggs, these eggs can be harvested and used as a poison. To extract eggs from a blood worm, blood must be introduced to its environment, and after the blood is consumed eggs will be laid. If immediately frozen these tiny eggs can be packed away for later use.

This poison is best used on some kind of weapon, as the eggs must come into contact with blood to be awakened from their dormancy. Once reintroduced to the blood of a living creature, the target must succeed on a DC 17 Will save or be infected with blood worms (as Implant; see the Blood Worm entry).
Injury DC 17; DC 25 to create; Primary: implant; Secondary: none; Price 300 gold

Blood Worm Acid: By containing a large amount of blood worms in a glass container with a piece of flesh, the acid secreted by the blood worms can be taken. This is an extremely potent acid, and will dissolve anything except glass and clay. The acid ignores hardness when dealing with objects, and deals 2d6 damage per round for 2d4 rounds. Because of the amount of time for a single vial of acid to be obtained is so long, and because of the danger in doing so, blood worm acid is quite expensive.
DC 30 to create; Price 630 gold (1 vial)


Spells

Implant Blood Worm
Necromancy (Evil)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

With the touch of your palm and a few muttered syllables, blood worms flow from your hands and into the target’s bloodstream. The target must succeed on a Fortitude save or become infected with blood worms.

Expunge Blood Worm
Necromancy (Evil)
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (Close (25 ft. + 5 ft./2 levels)
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

Any creature who is affected by blood worms is affected by this spell. This spell may only be cast on those who have been implanted by blood worms for at least 3 rounds. Upon casting, any blood worms in the target currently are expelled from the body, dealing 1d8/caster level damage (maximum 10d8 damage). The blood worms form a greater blood worm under the caster’s control, but dissipate after 2d4 rounds.

Lappy9000
2008-09-22, 07:46 PM
Blood Worm

Okay, now you're just messing with us (darn blood-themed faze).

On-topic, they kinda remind me of yeerks (http://en.wikipedia.org/wiki/Yeerks).

Question: When the blood worms take over a body (doesn't have to be humanoid, does it), does the body gain a template, or anything? Do they just control the body as is?

Vaynor
2008-09-22, 07:57 PM
Okay, now you're just messing with us (darn blood-themed faze).

On-topic, they kinda remind me of yeerks (http://en.wikipedia.org/wiki/Yeerks).

Question: When the blood worms take over a body (doesn't have to be humanoid, does it), does the body gain a template, or anything? Do they just control the body as is?

*points to the post reserved for the template*

In time, in time.

But yes, the body does gain a template. I just haven't statted it out yet. In other news, the greater blood worm is up.

Also, I swear the blood thing wasn't intentional! :smalltongue:

Lappy9000
2008-09-22, 07:59 PM
*points to the post reserved for the template*

Sorry, hasn't been a good week for my reading skills.

Vaynor
2008-09-22, 08:18 PM
Sorry, hasn't been a good week for my reading skills.

No problem. :smallsmile:

Items and spells are up.

Proven_Paradox
2008-09-22, 09:02 PM
I read over the first post, and I've gotta say, you've got an interesting way of calculating CRs. The thing has a touch attack that allows it to deal continuous constitution damage, has no save to resist it. It requires a 3rd level spell to remove, or a 6th level spell after five rounds. That's WAAAAAAAAAY nastier than CR 1/2, even with only 4 HP. This thing needs a save AND needs to be curable with, say, a heal check or something, and even if you add those things it needs a higher CR.

Vaynor
2008-09-22, 10:53 PM
I read over the first post, and I've gotta say, you've got an interesting way of calculating CRs. The thing has a touch attack that allows it to deal continuous constitution damage, has no save to resist it. It requires a 3rd level spell to remove, or a 6th level spell after five rounds. That's WAAAAAAAAAY nastier than CR 1/2, even with only 4 HP. This thing needs a save AND needs to be curable with, say, a heal check or something, and even if you add those things it needs a higher CR.

I forgot to add the save, it should be the same save as the greater one, differing on its HD. Hard to remove with a heal check, it inserts itself into your bloodstream.

Also, I wasn't sure about the CR. I'll up it to 1-2.

Edwin
2009-07-23, 09:34 PM
You did not get the idea for these blood worms from either the movie slither, or the doom movie? :smallbiggrin:

They both have that living organism in the bloodstream/internal organ theme.

Vaynor
2009-07-23, 10:09 PM
I've never seen either of those, although it is a remarkable similarity.

DracoDei
2009-07-24, 12:33 PM
HD line for the first one should be
HD 1d8-1 (3 hp)