[3.5][Creature] Blood Worms (Now Complete)
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).
Re: [3.5][Creature] Blood Worms
Okay, now you're just messing with us (darn blood-themed faze).
On-topic, they kinda remind me of 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?
Re: [3.5][Creature] Blood Worms
Quote:
Originally Posted by
Lappy9000
Okay, now you're just messing with us (darn blood-themed faze).
On-topic, they kinda remind me of
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:
Re: [3.5][Creature] Blood Worms
Quote:
Originally Posted by
Vaynor
*points to the post reserved for the template*
Sorry, hasn't been a good week for my reading skills.
Re: [3.5][Creature] Blood Worms
Quote:
Originally Posted by
Lappy9000
Sorry, hasn't been a good week for my reading skills.
No problem. :smallsmile:
Items and spells are up.
Re: [3.5][Creature] Blood Worms
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.
Re: [3.5][Creature] Blood Worms
Quote:
Originally Posted by
Proven_Paradox
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.
Re: [3.5][Creature] Blood Worms (Now Complete)
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.
Re: [3.5][Creature] Blood Worms (Now Complete)
I've never seen either of those, although it is a remarkable similarity.
Re: [3.5][Creature] Blood Worms (Now Complete)
HD line for the first one should be
HD 1d8-1 (3 hp)