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5e Spawn of Kyuss
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<blockquote data-quote="Tormyr" data-source="post: 6393899" data-attributes="member: 6776887"><p>Thanks everyone for your feedback so far. As I respond, I am not arguing for arguing's sake. I am giving some of my reasoning for the way I have initially written it, and I would like some dialog on that. This is the iconic monster for this adventure path, and the AP has a reputation for being deadly.</p><p></p><p></p><p>It is very 3.5, since that is where it came from, but you knew that.</p><p></p><p></p><p>Yeah, there might not be any creatures that require remove disease or you die, but this is more than that. The Spawn of Kyuss has to hit with a melee or ranged attack (or someone makes contact with their body) for the Spawn of Kyuss to even transfer a worm to the victim. Then the worm has to wait one round before it can burrow in. At this point, the worm is very vulnerable. Only after that do things get dangerous, but even then there are 1d4+1 turns before Bad Things Happen. After that, the character has a minimum of 4 rounds to a maximum of 20 rounds before the worm finishes munching its brain. I am not sure what saving throw would be appropriate here (i.e. what saving throw keeps a worm that is already inside you from eating more of your soft innards).</p><p></p><p>There are several ways to not die with this, and remove disease is highly available at this level. At this point, the party is 6th level, and Bards, Clerics, Druids, Rangers and Paladins will have access to Lesser Restoration. Paladins can also spend 5 points of Lay on Hands to remove a disease. At this point, Paladins are immune to disease. Later in the AP, monks will be immune to disease, so they will be able to punch with no issues.</p><p></p><p>While this is a fairly scary CR5 monster, there are several things that offset it. Its hp is very low for a CR5 creature. It has a similar number of hit dice, but its Constitution modifier is useless. The party could wipe out the Spawn of Kyuss in one round. A remove disease effect used on the Spawn of Kyuss will neutralize it outright.</p><p></p><p></p><p>The vampire also has 6 traits, and it also has 6 actions. While most creatures do not have nearly this many, the Spawn of Kyuss is special.</p><p></p><p>The Spawn of Kyuss is a "super zombie" that derives its power from the symbiotic relationship between it and the worms. The worms give it its super powers, and the worms cannot survive without a host except for short periods or in special circumstances. The Spawn of Kyuss gets turn resistance, regeneration, a fear aura and the ability to create more spawn. It is a zombie, so it gets Zombie Fortitute, but the worms restore the Spawn of Kyuss from within, so it gets the regeneration. The worms are not undead, which aids in turn resistance, and the worms are horrific to see which gives the fear aura. I am not sure how to preserve the feel of the symbiosis while pulling some of these mechanics back.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6393899, member: 6776887"] Thanks everyone for your feedback so far. As I respond, I am not arguing for arguing's sake. I am giving some of my reasoning for the way I have initially written it, and I would like some dialog on that. This is the iconic monster for this adventure path, and the AP has a reputation for being deadly. It is very 3.5, since that is where it came from, but you knew that. Yeah, there might not be any creatures that require remove disease or you die, but this is more than that. The Spawn of Kyuss has to hit with a melee or ranged attack (or someone makes contact with their body) for the Spawn of Kyuss to even transfer a worm to the victim. Then the worm has to wait one round before it can burrow in. At this point, the worm is very vulnerable. Only after that do things get dangerous, but even then there are 1d4+1 turns before Bad Things Happen. After that, the character has a minimum of 4 rounds to a maximum of 20 rounds before the worm finishes munching its brain. I am not sure what saving throw would be appropriate here (i.e. what saving throw keeps a worm that is already inside you from eating more of your soft innards). There are several ways to not die with this, and remove disease is highly available at this level. At this point, the party is 6th level, and Bards, Clerics, Druids, Rangers and Paladins will have access to Lesser Restoration. Paladins can also spend 5 points of Lay on Hands to remove a disease. At this point, Paladins are immune to disease. Later in the AP, monks will be immune to disease, so they will be able to punch with no issues. While this is a fairly scary CR5 monster, there are several things that offset it. Its hp is very low for a CR5 creature. It has a similar number of hit dice, but its Constitution modifier is useless. The party could wipe out the Spawn of Kyuss in one round. A remove disease effect used on the Spawn of Kyuss will neutralize it outright. The vampire also has 6 traits, and it also has 6 actions. While most creatures do not have nearly this many, the Spawn of Kyuss is special. The Spawn of Kyuss is a "super zombie" that derives its power from the symbiotic relationship between it and the worms. The worms give it its super powers, and the worms cannot survive without a host except for short periods or in special circumstances. The Spawn of Kyuss gets turn resistance, regeneration, a fear aura and the ability to create more spawn. It is a zombie, so it gets Zombie Fortitute, but the worms restore the Spawn of Kyuss from within, so it gets the regeneration. The worms are not undead, which aids in turn resistance, and the worms are horrific to see which gives the fear aura. I am not sure how to preserve the feel of the symbiosis while pulling some of these mechanics back. [/QUOTE]
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