Worm of the Earth
[First Appearance- Conan #11]
[Degenerative Serpent Person; The God in the Bowl]
Large Magical Beast
Hit Dice: 8d8+16 [64 Hit Points]
Initiative: +10 [+4 Dex; +6 Reflex]
Speed: 20; Climb 20; Swim 20
Defense Value: 16 [-2 size; +4 Dexterity; +4 natural]
Damage Reducstion: 4 [scales]
Base Attack/Grapple: +6/+16 (1)
Attack: Tail Slam +9 (2) melee [1d8+4]
Full Attack: Tail Slam and Bite +9 melee/+6 melee finesse [1d8+4 and 1d4+2 plus poison]
Special Attacks: Constriction; Enhanced Terror; Improved Grab; Poison
Special Qualities: Low Light Vision; Scent
Saves: Fort +4; Ref +10; Will +5 (2)
Abilities: Str 19; Dex 18; Con 15; Int 6; Wis 12; Cha 15
Skills: Bluff +8; Climb +8; Diplomacy +6 (3); Hide +7 (4)(5); Intimidate +12 (3); Listen +11 (6); Move Silently +12 (4); Spot +9 (6) Survival +7; Swim +6
Feats: Alertness; Improved Grapple; No Honour; Stealthy; Track; Weapon Focus [Tail Slam]
Base Magic Attack: +5 [+2 natural; +3 Cha]
Base Power Points: 5 [+4 natural; +1 Wis]
Maximum Power Points: 10
Sorcery Styles Known: Hypnotism; Nature
Spells Known: dread serpent; entrance, hypnotic suggestion; peacock’s beauty; summon animal
Corruption: 10
Climate/Terrain: Any but Artic
Organization: Solitary to Warren (1000+)
Advancement: 9-12 HD [Huge] and/or as character class [usually Scholar or Barbarian]
(1) Includes Improved Grapple Feat
(2) Includes No Honour Feat.
(3) Includes synergy bonus
(4) Includes Stealthy Feat
(5) Includes size penalty
(6) Includes Alertness Feat
Constriction: A Worm of the Earth may inflict 2d6+6 points of damage [AP 6] with a successful Grapple check.
Enhanced Terror: A Worm of the Earth’s form is a combination of fell beauty and bestial horror. Those looking upon its unconcealed form suffer Terror of the Unknown with a -4 morale penalty.
Improved Grab: When a Worm of the Earth strikes an opponent with their Tail Slam attack the Worm may attempt to Grapple that opponent as a free action. This does not provoke an attack of opportunity.
Low Light Vision: A Worm of the Earth can see sixty feet in all lighting conditions save total darkness.
Poison: If a Worm of the Earth deamages an opponent with their Bite Attack they may choose to inject to following poison into their victim:
Fortitude Save: 18
Primary Damage: 1d6 Constitution
Secondary Damage: 1d6 Wisdom
Scent: By flicking it’s tongue and ‘scenting’ the air, a worm of the Earth is aware of the presence, but not the location of every creature within sixty feet. The range is halved if the creature is downwind of the Worm, doubled if it is upwind. A Worm of the Earth may Track others by scent alone.
Skills: Worms of the Earth possess a +8 racial bonus with Climb and Swim and may Take 10 on both checks even if under pressure or stressed.
Long ago, when man was but a rude beast, the children of Set- the serpent people- ruled the world uncontested. They were powerful and proud, having subjugated the creatures of the world to their yoke- even the crude ancestors of men were but slaves to them- chattel to build their tall monuments to Father Set or to die bloodily upon His foul black altars. The science of alchemy, the secrets of the stars, the might of sorcery- all these were their birthright and their inheritance from their Dark Father.
But some, no matter what hey have, want more. Certain factions, greedy for power and heedless of wisdom, searched for a patron that might teach them more than Father Set. They turned the Old Ones, beings so foul even Set repudiates them. Of these, the largest faction turned to Tsathoggua, a patron of the foulest arts of sorcery and depravity. His new followers secretly began to worship him, sacrificing to him instead of their Dark Father each moon.
When Set learned of this betrayal, His vengeance was swift. It was He who gave his children intelligence, humanoid form and speech. Thus He willed that those of his children who had turned His back on Him would lose these gifts. He then commanded his loyal children to destroy the now cursed children. Tsathoggua could not or would not protect his new followers. The renegade serpent that survived the purge of Set’s faithful were on their own.
Hidden in the deep corners of the world, these exiled serpent people began to feel the effects of Set’s curse. A slow degeneration began to fall over them. They first lost their legs, which fused into a single tail. Their minds then began to slip as well, beginning the long slow decline back down the evolutionary scale. Seeing the effect of this curse, the exiled serpent people attempted to cure their new condition with the arts of alchemy, but to no avail. As their arms began to wither and fade and their minds lose the ability to reason, they knew that they had not the time to seek their cure before they were nothing more than mere beasts. The decision was made to place the worst among them into hibernation via alchemical means while those who retained the most of their intellect would continue searching for a cure in the time remaining. Special sarcophagi were prepared to safely store these sleepers until their hoped for cure when they would be released from their sleep and be cured.
They hopes were never realized. Set’s curse overcame all of the remaining exiles completely, turning them into the mindless obedient first ‘Sons of Set’. Their sleeping brethren remained where they were interred in the dark and secret places of the world. Millennia placed as these being slept, and their once proud race slowly lost its dominance over the world, replaced by the simian upstarts that became humanity. Races, empires, even Ages rose and fell, cataclysms shook the Earth but still they slept.
Upon occasion those who sought out the secrets of the depth and the unclean lore of the past would stumble across the gold and jewel encrusted sarcophagi and thinking them containers of ancient treasure, open them in excited zeal. Such zeal turned to fear though as the slumbering form within stirred and revealed itself. For even in the sleep of hibernation, Set’s curse continued. Though slowed by the magics that preserved them the cure the former serpent people into truly animalistic beings, called Worms of the Erath by some. Though they possessed the vestigial humanoid head of their former state, their body was nothing more than a serpent with coils thick as think as a strong man’s arm. Of it’s former genius nothing was left save a cold malice for all life that still walked upon the world and a swift animal cunning that could mimic words and phrases to lure prey into its coils. Of their once proud magic that could break the wills of others and command the forces of life itself only the knowledge of a few basic spells was left to them. A single, burning desire was left to them- to hunt and kill as any other predator. They attacked individuals and small groups, and took to the shadows among large groups, picking off those who separated from the group one by one. They continued this behavior until killed or all other non-reptilian was slain, haunting the ruin they had awoken in- one more horror among the many of the Hyborian world.
Worms of the Earth sometimes form crude settlements in the dark corners of the world- little more than pits of filth and animal remains. They prefer to survive in or underneath unhallowed places, shunning all that is clean and bright. Though they normally simply murder intelligent species out of hunger and malice, occasionally one of these horrors will force itself onto a woman. If any child results from this union they are foul beyond nature- a personification of the degradation of man and beast . These offspring possess human intelligence and often become the ‘liaisons’- for lack of a better word- with those human desperate or foolish to deal with them. A few Worms retain the Summoning style of Sorcery and enter into pacts and worship with the lesser demons and beings that will have them….
Adventure Idea: Worm still revere certain artifacts from their once illustrious past. Though they retain no knowledge of what the objects’ true purpose was, its connection to their long past unfallen state gives these items a certain religious veneration. They party may unknowingly stumble across such an item, making them the target of the Worm’s wrath. If they discover the value of such an item to the Worms they might be able to bargain with the Worms for a service. The Worms however will twist this meaning of this ’service’ to serve their foul nature and will likely return to destroy the player characters at later time for the indignity of being forced to serving them…..