Wormskull Creature: Difference between revisions

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[[Category:Epic Path]][[Category:Pattern]]
{{Template:Pattern


Back to [[Monster Patterns and Roles]]
  <!-- GENERAL ADJUSTMENTS -->


| Pattern-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern-Name}}}
| Pattern-Name| Wormskull Creature
}}</onlyinclude>


'''Wormskull Creature''' is a pattern that can be added to any creature with a physical body that is organically based and has a brain or nervous system. Constructs and plants are unlikely targets but not impossible, oozes may or may not be possible depending upon GM fiat, and incorporeal creatures are a bad fit. Wormskull Undead are completely possible, and if they were formerly mindless, the parasites will somehow dredge up a copy of the original person's mind and start trying to deal with being a newborn Wormskull with rot issues.
| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}}
| CR-Adj| 2
}}</onlyinclude>


The creation of a Wormskull creature begins when any corporeal creature with a brain (or that once had one, or has some analog to one) is infected with the horrific Wormskull parasites.  The parasites infest the creature and multiply, consuming the creatures brain and nervous system (or analog), then filling the creature's cored-out body with hundreds or thousands of their threadlike bodies. From there, the parasites thread their way through the hosts entire body, following nerves and blood vessels, infesting muscles and other tissues. Once the infestation is complete, the parasites then effectively recreate the original creature's mind through some eldritch psionic process.  
| Picture =
| Picture-Text =
 
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description| '''''Wormskull Creature''''' is a pattern that can be added to any creature with a physical body. Constructs and plants are unlikely targets but not impossible, oozes may or may not be possible depending upon GM fiat, and incorporeal creatures are a bad fit. Wormskull Undead are completely possible, and if they were formerly mindless, the parasites will somehow dredge up a copy of the original person's mind and start trying to deal with being a newborn Wormskull with rot issues.
 
The creation of a Wormskull creature begins when any corporeal creature is infected with the horrific Wormskull parasites.  The parasites infest the creature and multiply, consuming the creatures brain and nervous system (or analog, if its a golem or undead), then filling the creature's cored-out body with hundreds or thousands of their threadlike bodies. From there, the parasites thread their way through the hosts entire body, following nerves and blood vessels, infesting muscles and other tissues. Once the infestation is complete, the parasites then effectively recreate the original creature's mind through some eldritch psionic process, or in the case of things that never had a mind, makes one up from scratch.  


Once the worms have constructed a new vessel for thought, the Wormskull creature 'wakes up'. It seems to be exactly the same creature it once was, it has all the memories and even personality of the original creature, except that it is now lawful evil and sincerely is a member of the Wormskull collective 'race'. As a result, it will blend back into its old life, but it will seek to spread the parasites to others, so that they may also know the happiness of being one of the collective.  
Once the worms have constructed a new vessel for thought, the Wormskull creature 'wakes up'. It seems to be exactly the same creature it once was, it has all the memories and even personality of the original creature, except that it is now lawful evil and sincerely is a member of the Wormskull collective 'race'. As a result, it will blend back into its old life, but it will seek to spread the parasites to others, so that they may also know the happiness of being one of the collective.  
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A Wormskull creature is bound to its new family, and sincerely wishes to spread the parasites to all they meet. That said, they are far from stupid, and realize that the meat creatures around them will resist furiously if they figure out what is going on. So, a wormskull will lie low, slowly and patiently infecting and infesting others. There are tales of adventurers finding entire towns and cities that ran in amazing harmony, until nearly every inhabitant was revealed to be horrific monsters.
A Wormskull creature is bound to its new family, and sincerely wishes to spread the parasites to all they meet. That said, they are far from stupid, and realize that the meat creatures around them will resist furiously if they figure out what is going on. So, a wormskull will lie low, slowly and patiently infecting and infesting others. There are tales of adventurers finding entire towns and cities that ran in amazing harmony, until nearly every inhabitant was revealed to be horrific monsters.
}}</onlyinclude>
| Short-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Short-Desc}}}
| Short-Desc| This creature appears completely normal, except it might have a slight cold. It feels a bit nerve-inducing though, for some reason.
}}</onlyinclude>
| Change-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Type}}}
| Change-Type|
}}</onlyinclude>
| Add-Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Subtype}}}
| Add-Subtype| Wormskull
}}</onlyinclude>
| Change-Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Alignment}}}
| Change-Alignment|
  <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
}}</onlyinclude>
  <!-- ABILITY SCORES -->
  <!-- Except for INT, these stat changes are cosmetic and do not affect other numbers
      Just put in the number you want to ADD to the existing monster's stats          -->
| STR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|STR-Adj}}}
| STR-Adj| 2
}}</onlyinclude>
| DEX-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|DEX-Adj}}}
| DEX-Adj| 2
}}</onlyinclude>
| CON-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CON-Adj}}}
| CON-Adj| 2
}}</onlyinclude>
| INT-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|INT-Adj}}}
| INT-Adj| 6
}}</onlyinclude>
| WIS-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|WIS-Adj}}}
| WIS-Adj|
}}</onlyinclude>
| CHA-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CHA-Adj}}}
| CHA-Adj| 2
}}</onlyinclude>
  <!-- NUMERICS -->
  <!-- These values adjust the BASE CR of the monster (not the adjusted CR).
      They should be how the pattern "pays" for the benefits provided in the non-numerics section -->
| Initiative-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Initiative-Adj}}}
| Initiative-Adj| 2
}}</onlyinclude>
| Ambush-Chance-Nudge=<onlyinclude>{{#ifeq:{{{transcludesection|Ambush-Chance-Nudge}}}
| Ambush-Chance-Nudge|
  <!-- VALUES: a whole number, applied to their chance on a d20; negative numbers are better ambushers,
      positive numbers are worse ambushers.  Value should usually be between -3 and 3.            -->
}}</onlyinclude>
| Skill-Perception-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Skill-Perception-Adj}}}
| Skill-Perception-Adj| 2
}}</onlyinclude>
| Hit-Points-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Hit-Points-Adj}}}
| Hit-Points-Adj| 2
}}</onlyinclude>
| Fort-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Fort-Adj}}}
| Fort-Adj| 2
}}</onlyinclude>
| Refl-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Refl-Adj}}}
| Refl-Adj| 1
}}</onlyinclude>
| Will-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Will-Adj}}}
| Will-Adj| 1
}}</onlyinclude>
| To-Hit-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|To-Hit-Adj}}}
| To-Hit-Adj| 2
}}</onlyinclude>
| Damage-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Damage-Adj}}}
| Damage-Adj| 2
}}</onlyinclude>
| Save-DC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC-Adj}}}
| Save-DC-Adj| 2
}}</onlyinclude>
| AC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|AC-Adj}}}
| AC-Adj| 2
}}</onlyinclude>
| Maneuver-Offense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Offense-Adj}}}
| Maneuver-Offense-Adj| 2
}}</onlyinclude>
| Maneuver-Defense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Defense-Adj}}}
| Maneuver-Defense-Adj|
}}</onlyinclude>
| Increase-All-Existing-Skills=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Skills}}}
| Increase-All-Existing-Skills| 2
  <!-- This adjusts the value for all skills the monster already knows, without giving them new skills.
      This value is NOT added to any specific skill CR modifier; it will always prefer a specific skill
      if one is given; this is ONLY used if the monster has the skill already and the pattern does NOT
      specify a specific value for that skill.                                                        -->
}}</onlyinclude>
  <!-- SPACE / REACH  -->
| Size-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Size-Adj}}}
| Size-Adj|
  <!-- VALUES: a whole number between -2 to 2; this is how many size categories the base monster is changed by -->
}}</onlyinclude>
| Reach-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Reach-Adj}}}
| Reach-Adj|
  <!-- VALUES: a whole number between -2 to 2; this is how many SQUARES of reach the base monster gains or loses -->
}}</onlyinclude>
  <!-- SENSES -->
| Blind-to-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Vision}}}
| Blind-to-Vision|
  <!-- Values: Y or leave blank -->
}}</onlyinclude>
| Blind-to-Sound=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Sound}}}
| Blind-to-Sound|
  <!-- Values: Y or leave blank -->
}}</onlyinclude>
| Blind-to-Smell=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Smell}}}
| Blind-to-Smell|
  <!-- Values: Y or leave blank -->
}}</onlyinclude>
| Low-Light-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Low-Light-Vision}}}
| Low-Light-Vision|
  <!-- Values: Y or leave blank -->
}}</onlyinclude>
| Darkvision-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Darkvision-Range}}}
| Darkvision-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
| Heartsight-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Heartsight-Range}}}
| Heartsight-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
| Keen-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Hearing-Range}}}
| Keen-Hearing-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
| Precise-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Precise-Hearing-Range}}}
| Precise-Hearing-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
| Echolocation-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Echolocation-Range}}}
| Echolocation-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
| Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Scent-Range}}}
| Scent-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
| Keen-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Scent-Range}}}
| Keen-Scent-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
| Perfect-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Perfect-Scent-Range}}}
| Perfect-Scent-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
| Airsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Airsense-Range}}}
| Airsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
| Blindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Blindsense-Range}}}
| Blindsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
| Cloudsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Cloudsense-Range}}}
| Cloudsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
| Lifesense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Lifesense-Range}}}
| Lifesense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
| Mindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Mindsense-Range}}}
| Mindsense-Range| {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 10|1 = 10|2 = 20|3 = 20|4 = 30|5 = 30|6 = 40|7 = 50|8 = 60}}
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
| Tremorsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Tremorsense-Range}}}
| Tremorsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
| Watersense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Watersense-Range}}}
| Watersense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
  <!-- MOVE TYPES -->
  <!-- VALUES: a number in feet (in increments of 5). If creature already has this move type,
      this value is added to their existing speed for that move type.  If they do not have the
      move type, they gain it at the listed speed.                                            -->
| Increase-All-Existing-Moves=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Moves}}}
| Increase-All-Existing-Moves|
}}</onlyinclude>
| Walk-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Walk-Speed}}}
| Walk-Speed|
}}</onlyinclude>
| Burrowing-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Burrowing-Speed}}}
| Burrowing-Speed|
}}</onlyinclude>
| Tunneling-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Tunneling-Speed}}}
| Tunneling-Speed|
}}</onlyinclude>
| Earth-Glide-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Earth-Glide-Speed}}}
| Earth-Glide-Speed|
}}</onlyinclude>
| Lesser-Climb-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Climb-Speed}}}
| Lesser-Climb-Speed|
}}</onlyinclude>
| Greater-Climb-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Climb-Speed}}}
| Greater-Climb-Speed|
}}</onlyinclude>
| Brachiating-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Brachiating-Speed}}}
| Brachiating-Speed|
}}</onlyinclude>
| Vaulting-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Vaulting-Speed}}}
| Vaulting-Speed|
}}</onlyinclude>
| Hover-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Hover-Speed}}}
| Hover-Speed|
}}</onlyinclude>
| Lesser-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Flight-Speed}}}
| Lesser-Flight-Speed|
}}</onlyinclude>
| Greater-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Flight-Speed}}}
| Greater-Flight-Speed|
}}</onlyinclude>
| Lesser-Swim-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Swim-Speed}}}
| Lesser-Swim-Speed|
}}</onlyinclude>
| Greater-Swim-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Swim-Speed}}}
| Greater-Swim-Speed|
}}</onlyinclude>
| Jet-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Jet-Speed}}}
| Jet-Speed|
}}</onlyinclude>
| Lesser-Teleport-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Teleport-Speed}}}
| Lesser-Teleport-Speed|
}}</onlyinclude>
| Greater-Teleport-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Teleport-Speed}}}
| Greater-Teleport-Speed|
}}</onlyinclude>
  <!-- SPECIAL DEFENSES -->
| Special-Defenses-1=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-1}}}
| Special-Defenses-1| Gains DR {{CR}}/Common, or Uncommon, as the GM decides. This will not stack if the creature already has DR of a different sort, and only the largest amount of Resistance may be used.
}}</onlyinclude>
| Special-Defenses-2=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-2}}}
| Special-Defenses-2|
}}</onlyinclude>
| Special-Defenses-3=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-3}}}
| Special-Defenses-3|
}}</onlyinclude>
  <!-- STRONG AGAINST -->
| Strong-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-1}}}
| Strong-Against-1| '''''[[Immune]]''''': [[Psychic]] damage
}}</onlyinclude>
| Strong-Against-2=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-2}}}
| Strong-Against-2|
}}</onlyinclude>
| Strong-Against-3=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-3}}}
| Strong-Against-3|
}}</onlyinclude>
  <!-- WEAK AGAINST -->
| Weak-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-1}}}
| Weak-Against-1| '''''Vermitype''''':If subjected to a [[Remove Disease (Cleric Spell)]] a Wormskull Creature takes 1d6+3 points of {{dmg|positive}} damage per caster level of the spell.
}}</onlyinclude>
| Weak-Against-2=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-2}}}
| Weak-Against-2| ''''SPECIAL'''': Can only use Mindsense to see other Wormskulls
}}</onlyinclude>
| Weak-Against-3=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-3}}}
| Weak-Against-3|
}}</onlyinclude>
  <!-- FEATS -->
| Add-Feat-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-1}}}
| Add-Feat-1|
}}</onlyinclude>
| Add-Feat-2=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-2}}}
| Add-Feat-2|
}}</onlyinclude>
| Add-Feat-3=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-3}}}
| Add-Feat-3|
}}</onlyinclude>
  <!-- SKILLS -->
  <!-- VALUES: a whole number between -6 to 6; this is the number of CRs the skill value is adjusted by -->
| Add-Skill-Acrobatics=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Acrobatics}}}
| Add-Skill-Acrobatics|
}}</onlyinclude>
| Add-Skill-Bailiwick-Divinity=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Divinity}}}
| Add-Skill-Bailiwick-Divinity|
}}</onlyinclude>
| Add-Skill-Bailiwick-Naturalism=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Naturalism}}}
| Add-Skill-Bailiwick-Naturalism|
}}</onlyinclude>
| Add-Skill-Bailiwick-Reason=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Reason}}}
| Add-Skill-Bailiwick-Reason|
}}</onlyinclude>
| Add-Skill-Bailiwick-Spellcraft=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Spellcraft}}}
| Add-Skill-Bailiwick-Spellcraft|
}}</onlyinclude>
| Add-Skill-Bailiwick-Spycraft=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Spycraft}}}
| Add-Skill-Bailiwick-Spycraft|
}}</onlyinclude>
| Add-Skill-Bailiwick-Warfare=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Warfare}}}
| Add-Skill-Bailiwick-Warfare|
}}</onlyinclude>
| Add-Skill-Barter=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Barter}}}
| Add-Skill-Barter|
}}</onlyinclude>
| Add-Skill-Bluff=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bluff}}}
| Add-Skill-Bluff|
}}</onlyinclude>
| Add-Skill-Diplomacy=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Diplomacy}}}
| Add-Skill-Diplomacy|
}}</onlyinclude>
| Add-Skill-Disable-Device=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Disable-Device}}}
| Add-Skill-Disable-Device|
}}</onlyinclude>
| Add-Skill-Disguise=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Disguise}}}
| Add-Skill-Disguise|
}}</onlyinclude>
| Add-Skill-Escape-Artist=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Escape-Artist}}}
| Add-Skill-Escape-Artist|
}}</onlyinclude>
| Add-Skill-Handle-Animal=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Handle-Animal}}}
| Add-Skill-Handle-Animal|
}}</onlyinclude>
| Add-Skill-Heal=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Heal}}}
| Add-Skill-Heal|
}}</onlyinclude>
| Add-Skill-Intimidate=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Intimidate}}}
| Add-Skill-Intimidate|
}}</onlyinclude>
| Add-Skill-Knowledge-Arcana=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Arcana}}}
| Add-Skill-Knowledge-Arcana|
}}</onlyinclude>
| Add-Skill-Knowledge-Deep-History=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Deep-History}}}
| Add-Skill-Knowledge-Deep-History|
}}</onlyinclude>
| Add-Skill-Knowledge-Dungeoneering=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Dungeoneering}}}
| Add-Skill-Knowledge-Dungeoneering|
}}</onlyinclude>
| Add-Skill-Knowledge-Engineering=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Engineering}}}
| Add-Skill-Knowledge-Engineering|
}}</onlyinclude>
| Add-Skill-Knowledge-Geography=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Geography}}}
| Add-Skill-Knowledge-Geography|
}}</onlyinclude>
| Add-Skill-Knowledge-History=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-History}}}
| Add-Skill-Knowledge-History|
}}</onlyinclude>
| Add-Skill-Knowledge-Local=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Local}}}
| Add-Skill-Knowledge-Local|
}}</onlyinclude>
| Add-Skill-Knowledge-Logic=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Logic}}}
| Add-Skill-Knowledge-Logic|
}}</onlyinclude>
| Add-Skill-Knowledge-Nature=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Nature}}}
| Add-Skill-Knowledge-Nature|
}}</onlyinclude>
| Add-Skill-Knowledge-Nobility=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Nobility}}}
| Add-Skill-Knowledge-Nobility|
}}</onlyinclude>
| Add-Skill-Knowledge-Planes=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Planes}}}
| Add-Skill-Knowledge-Planes|
}}</onlyinclude>
| Add-Skill-Knowledge-Religion=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Religion}}}
| Add-Skill-Knowledge-Religion|
}}</onlyinclude>
| Add-Skill-Linguistics=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Linguistics}}}
| Add-Skill-Linguistics|
}}</onlyinclude>
| Add-Skill-Might=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Might}}}
| Add-Skill-Might|
}}</onlyinclude>
| Add-Skill-Movement=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Movement}}}
| Add-Skill-Movement|
  <!-- NOTE: Monsters do not use Movement skill for initiative; they are totally separate values -->
}}</onlyinclude>
| Add-Skill-Perform=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Perform}}}
| Add-Skill-Perform|
}}</onlyinclude>
| Add-Skill-Piloting=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Piloting}}}
| Add-Skill-Piloting|
}}</onlyinclude>
| Add-Skill-Ride=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Ride}}}
| Add-Skill-Ride|
}}</onlyinclude>
| Add-Skill-Sense-Motive=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Sense-Motive}}}
| Add-Skill-Sense-Motive|
}}</onlyinclude>
| Add-Skill-Sleight-of-Hand=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Sleight-of-Hand}}}
| Add-Skill-Sleight-of-Hand|
}}</onlyinclude>
| Add-Skill-Stealth=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Stealth}}}
| Add-Skill-Stealth|
}}</onlyinclude>


| Add-Skill-Survival=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Survival}}}
| Add-Skill-Survival|
}}</onlyinclude>


A Wormskull Creature uses all of the base creature's statistics and abilities except as noted below.
| Add-Skill-Use-Magic-Device=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Use-Magic-Device}}}
| Add-Skill-Use-Magic-Device|
}}</onlyinclude>


== CR ==
Same as base creature +2.


== Size and Type ==
The creature's Size does not change.  Its Type remains the same but it gains the subtype Wormskull.


== Initiative Modifier ==
  <!-- LANGUAGES -->
The creature's initiative modifier increases by half the amount that its CR increases, round up.
| Add-Language-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-1}}}
| Add-Language-1|
}}</onlyinclude>


== Senses ==
| Add-Language-2=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-2}}}
All  senses such as scent, tremorsense, keen hearing, etc. are unchanged. A Wormskull creature gains [[Mindsense]] with a range of twenty feet, but it only works on other Wormskulls. A Wormskull Creature gains a +3 bonus on Perception rolls.
| Add-Language-2|
}}</onlyinclude>


== Armor Class ==
| Add-Language-3=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-3}}}
Wormskull Creatures gain +2 AC to all armor types. 
| Add-Language-3|
}}</onlyinclude>


== Hit Dice ==
| Add-Language-4=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-4}}}
A Wormskull Creature gains +3 hit points her hit die of its adjusted CR.
| Add-Language-4|
}}</onlyinclude>


== Defensive Ability ==
A Wormskull Creature gains the following abilities, which may be added to their Bestiary entry:
*It gains a +3 untyped bonus to all saving throws.


=== Aura ===
  <!-- SPECIAL ABILITY 1 -->
Same as Base Creature.
| Special-Ability-1-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Name}}}
| Special-Ability-1-Name| Psychic Tendril
}}</onlyinclude>


=== SR ===
| Special-Ability-1-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Type}}}
Same as Base Creature.
| Special-Ability-1-Type| Su
  <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>


=== Special Defenses ===
| Special-Ability-1-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Action-Required}}}
The Wormskull Creature gains DR/Slashing equal to its adjusted CR.
| Special-Ability-1-Action-Required| Swift 1/Rnd
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->
}}</onlyinclude>


=== Immunities ===
| Special-Ability-1-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Concentration}}}
A Wormskull creature is immune to Psychic damage, as well as immune to all mind-affecting spells and abilities.
| Special-Ability-1-Concentration|
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
}}</onlyinclude>


=== Weaknesses ===
| Special-Ability-1-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Description}}}
If subjected to a [[Remove Disease (Spell)]] a Wormskull Creature takes 1d6 of Positive Energy damage per caster level of the spell.
| Special-Ability-1-Description| A Wormskull gains an extra melee attack, with {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = ten|1 = ten|2 = 15|3 = ten|4 = fifteen|5 = fifteen|6 = twenty|7 = twenty|8 = thirty}} additional feet of inclusive reach. This is usable as a swift action, has the same to-hit as their normal melee attacks, and on a successful hit inflicts {{Primary-Dmg}} points of damage as {{dmg|psychic}} damage.
}}</onlyinclude>


==Out of Combat==
Same as base creature, except every action is subtly warped to advance the Wormskull agenda. A Wormskull seeks to survive, prosper, infest others, and expand the reach of the Worms. As a non-combat function, Wormskull creatures can spread their parasites, the details being left to the the GM. It is also possible to cure a Wormskull, requiring a Remove Disease and a Raise Dead to do so.


== Speed ==
  <!-- SPECIAL ABILITY 2 -->
A Wormskull Creature's base speed improves by ten feet in all movement categories it has.
| Special-Ability-2-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Name}}}
| Special-Ability-2-Name| Wormblast
}}</onlyinclude>


== Melee Attacks ==
| Special-Ability-2-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Type}}}
A Wormskull Creature retains all the base creature's attacks. It gains a +2 untyped bonus to all attacks and a +2 untyped bonus to all save DC's.
| Special-Ability-2-Type| Su
  <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>


===Wormskull Psychic Tendril===
| Special-Ability-2-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Action-Required}}}
A Wormskull Creature gains a swift action melee attack, as it extrudes one or more long greenish ectoplasmic tentacles from its head or body. This attack has a reach equal to its Size +1, is a touch attack, and does 1d4 of Psychic damage per CR of the base creature (before the Wormskull CR addition).
| Special-Ability-2-Action-Required| Standard 1/Enc
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->
}}</onlyinclude>


== Damage ==
| Special-Ability-2-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Concentration}}}
A Wormskull Creature gains a damage bonus to all base creature attacks of +2.
| Special-Ability-2-Concentration|
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
}}</onlyinclude>


== Space and Reach ==
| Special-Ability-2-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Description}}}
No change.
| Special-Ability-2-Description| Once per encounter, as a standard action, a Wormskull creature may blast out a vile gush of psionic ectoplasmic slime in a 30 foot cone (a 6x6x6 space) adjacent to its space.  The exact origin and mechanics of this power are left to the GM, except that it should be uniformly grotesque.  This Wormblast inflicts {{Special-Standard-Dmg}} points of {{dmg|psychic}} damage.  Wormblast allows a Will save versus a DC of {{Save-DC}} to take half damage.
}}</onlyinclude>


== Offensive Ability ==
A Wormskull Creature gains the following abilities, which may be added to their Bestiary entry:


=== Wormblast (Su) ===
  <!-- SPECIAL ABILITY 3 -->
Once per encounter, as a standard action, a Wormskull creature may blast out a vile gush of psionic ectoplasmic slime in a 30 foot cone adjacent to its space.  The exact origin and mechanics of this power are left to the GM, except that it should be uniformly grotesque.  This Wormblast does 1d6 of Psychic damage per CR of the base creature to all enemy creatures in the area of effect. Affected creatures are allowed a Will save to take half damage.
| Special-Ability-3-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Name}}}
| Special-Ability-3-Name|
}}</onlyinclude>


== Ability Scores ==
| Special-Ability-3-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Type}}}
All ability scores increase by 2. If the creature was Mindless (Intelligence -) it gains an Intelligence score of 10.
| Special-Ability-3-Type|
  <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>


== Maneuver Offense and Maneuver Defense ==
| Special-Ability-3-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Action-Required}}}
+2 untyped bonus to Maneuver Offense and Maneuver Defense.
| Special-Ability-3-Action-Required|
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->
}}</onlyinclude>


== Feats ==
| Special-Ability-3-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Concentration}}}
Same as base creature.
| Special-Ability-3-Concentration|
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
}}</onlyinclude>


== Skills ==
| Special-Ability-3-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Description}}}
| Special-Ability-3-Description|
}}</onlyinclude>


Bluff, CR+10. This is used by a Wormskull Creature to hide its new alignment and utter allegiance to The Worms.
}}

Latest revision as of 19:28, 29 May 2022

Not just anybody can do this, you know. Well, okay, they can if they have this pattern. But otherwise...

Wormskull Creature Pattern (+2 CR)

Subtype: add Wormskull to subtypes


Wormskull Creature is a pattern that can be added to any creature with a physical body. Constructs and plants are unlikely targets but not impossible, oozes may or may not be possible depending upon GM fiat, and incorporeal creatures are a bad fit. Wormskull Undead are completely possible, and if they were formerly mindless, the parasites will somehow dredge up a copy of the original person's mind and start trying to deal with being a newborn Wormskull with rot issues.

The creation of a Wormskull creature begins when any corporeal creature is infected with the horrific Wormskull parasites. The parasites infest the creature and multiply, consuming the creatures brain and nervous system (or analog, if its a golem or undead), then filling the creature's cored-out body with hundreds or thousands of their threadlike bodies. From there, the parasites thread their way through the hosts entire body, following nerves and blood vessels, infesting muscles and other tissues. Once the infestation is complete, the parasites then effectively recreate the original creature's mind through some eldritch psionic process, or in the case of things that never had a mind, makes one up from scratch.

Once the worms have constructed a new vessel for thought, the Wormskull creature 'wakes up'. It seems to be exactly the same creature it once was, it has all the memories and even personality of the original creature, except that it is now lawful evil and sincerely is a member of the Wormskull collective 'race'. As a result, it will blend back into its old life, but it will seek to spread the parasites to others, so that they may also know the happiness of being one of the collective.

Once the parasites are mature, they create large amounts of psionic ectoplasmic ichor, which floods the skull and body and eventually can even ooze out of the hosts body openings, such as eyes and ears. This ichor is non-corporeal unless the Wormskull wishes it to be solid, and as a result often appears in pendulous drops, seeming to ooze from its head orifices or straight out of their skin or hair, a bilious grey-green translucent slime. If the Wormskull pays attention to its hygiene, this ooze is easily controlled even in advanced infestations.

A Wormskull creature can and does think for itself, even if its base type was mindless. Although its brain is nearly gone or was never even present to begin with, the psionic slime put in to replace or create the nervous system gives the creature the ability to function even better intellectually than it could before the transformation. The Wormskull process also leaves a creature faster, stronger, tougher, and (most important for the parasites) unchanged in physical appearance. A Wormskull creature looks in every way like the creature from which it was made, except for the occasional leak of a small amount of the greenish fluid.

A Wormskull creature is bound to its new family, and sincerely wishes to spread the parasites to all they meet. That said, they are far from stupid, and realize that the meat creatures around them will resist furiously if they figure out what is going on. So, a wormskull will lie low, slowly and patiently infecting and infesting others. There are tales of adventurers finding entire towns and cities that ran in amazing harmony, until nearly every inhabitant was revealed to be horrific monsters.

This creature appears completely normal, except it might have a slight cold. It feels a bit nerve-inducing though, for some reason.

General

Init: +2 CRs greater than base creature.
Senses:
Perception: +2 CRs greater than base creature.
Movement Types:

Defense

AC: +2 CRs greater than base creature.
Hit Points: +2 CRs greater than base creature.
Fort: +2 CRs greater than base creature.
Refl: +1 CRs greater than base creature.
Will: +1 CRs greater than base creature.
Special Defenses:
  • (Wormskull Creature) Gains DR 1/Common, or Uncommon, as the GM decides. This will not stack if the creature already has DR of a different sort, and only the largest amount of Resistance may be used.
Strong Against:
Weak Against:
  • (Wormskull Creature) Vermitype:If subjected to a Remove Disease (Cleric Spell) a Wormskull Creature takes 1d6+3 points of positive (energy, uncommon) damage per caster level of the spell.
  • (Wormskull Creature) 'SPECIAL': Can only use Mindsense to see other Wormskulls

Offense

Space / Reach: - / -
To-Hits: +2 CRs greater than base creature.
Damage: +2 CRs greater than base creature.
Maneuver Offense: +2 CRs greater than base creature.
Save DC's: +2 CRs greater than base creature.

Statistics

Str: 2    Dex: 2    Con: 2    Int: 6    Wis:     Cha: 2
Feats:
Skills:
  • creature adds +2 CRs to all of its existing skills.
Languages:

Special Abilities

Psychic Tendril (Su; Wormskull Creature Pattern)

A Wormskull gains an extra melee attack, with ten additional feet of inclusive reach. This is usable as a swift action, has the same to-hit as their normal melee attacks, and on a successful hit inflicts 1d6 points of damage as psychic (energy, uncommon) damage.

Wormblast (Su; Wormskull Creature Pattern)

Once per encounter, as a standard action, a Wormskull creature may blast out a vile gush of psionic ectoplasmic slime in a 30 foot cone (a 6x6x6 space) adjacent to its space. The exact origin and mechanics of this power are left to the GM, except that it should be uniformly grotesque. This Wormblast inflicts 1d4 points of psychic (energy, uncommon) damage. Wormblast allows a Will save versus a DC of 14 to take half damage.