Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
5e Updates: Monstrous Compendium
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="dave2008" data-source="post: 8897498" data-attributes="member: 83242"><p><span style="font-size: 26px">K</span><span style="font-size: 22px">YUSS, THE </span><span style="font-size: 26px">W</span><span style="font-size: 22px">ORM THAT </span><span style="font-size: 26px">W</span><span style="font-size: 22px">ALKS</span></p><p>[HR][/HR]</p><p>[ATTACH=full]272533[/ATTACH]</p><p><em>Not sure of the name author or copyright (guessing WotC), any help?</em></p><p></p><p><span style="font-size: 22px">Description</span></p><p>The Worm that Walks is a 30 foot (9 meters) tall roughly humanoid shifting mass of maggots and worms filled with the psychic imprint of a former <a href="https://forgottenrealms.fandom.com/wiki/Demigod" target="_blank">demigod</a> named Kyuss.</p><p></p><p>Although Kyuss has little need for modesty, it hides its gruesome form beneath a blackened and tattered cloak made from the hides of those sacrificed for its transformation. Kyuss two blazing malice filled eyes pierce forth from under its hood.</p><p></p><p><span style="font-size: 22px">History</span></p><p>The true story of the being known as the Worm that Walks was a mystery to scholars, although some claimed that he was once a high priest of <a href="https://forgottenrealms.fandom.com/wiki/Orcus" target="_blank">Orcus</a>. The only known fact all agreed on was that the Worm that Walks was originally a demigod called Kyuss, who had lived in the ancient past as a mortal necromancer and created many aberrant undead creatures, such as the <a href="https://forgottenrealms.fandom.com/wiki/Spawn_of_Kyuss" target="_blank">spawn of Kyuss</a> that plagued the <a href="https://forgottenrealms.fandom.com/wiki/Underdark" target="_blank">Underdark</a>.</p><p></p><p>Eventually, Kyuss's wickedness made his contemporaries to exile him to the fringes of society. Rather than languishing as an outcast, he became the prophet of a wicked cult who believed in the dreaded Age of Worms. During this time Kyuss discovered the ruins of a dead civilization in an island near <a href="https://forgottenrealms.fandom.com/wiki/Maztica" target="_blank">Maztica</a>, known as the Wormcrawl Island by the <a href="https://forgottenrealms.fandom.com/wiki/Elves" target="_blank">elves</a> of <a href="https://forgottenrealms.fandom.com/wiki/Evermeet" target="_blank">Evermeet</a>, and claimed the site as its own, where he ruled as a god-king. In the ruins, his followers discovered ancient metal plates, which held terrible secrets but also confirmed every prophecy he had spoken.<a href="https://forgottenrealms.fandom.com/wiki/Kyuss#cite_note-ElderEvils-IncorporatingElderEvils1-2" target="_blank">[2]</a><a href="https://forgottenrealms.fandom.com/wiki/Kyuss#cite_note-ElderEvils-IncorporatingElderEvils2-5" target="_blank">[5]</a></p><p></p><p>Through these inscriptions, Kyuss discovered how to transcend mortality at a terrible price—the lives of his congregation. On one bloody night he instructed his priests to slaughter them all, and after that Kyuss murdered the priests as well. When he was finished, he fused his essence with the foul ruins, gaining and losing his divinity in one moment. He was neither mortal nor <a href="https://forgottenrealms.fandom.com/wiki/God" target="_blank">god</a>, and he was bound forever to the ruins. However, he was transformed into something far worse.</p><p></p><p>Some scholars believed Kyuss was related to the <a href="https://forgottenrealms.fandom.com/wiki/Far_Realm" target="_blank">Far Realm</a>-infested star <a href="https://forgottenrealms.fandom.com/wiki/Nihal" target="_blank">Nihal</a>. Either Kyuss was its brother or both were the same being observed from two different points in time.<a href="https://forgottenrealms.fandom.com/wiki/Kyuss#cite_note-DR403-p36-6" target="_blank">[6]</a></p><p></p><p>After the <a href="https://forgottenrealms.fandom.com/wiki/Time_of_Troubles" target="_blank">Time of Troubles</a>, a coalition of <a href="https://forgottenrealms.fandom.com/wiki/Church_of_Bane" target="_blank">banites</a>, <a href="https://forgottenrealms.fandom.com/wiki/Church_of_Bhaal" target="_blank">bhaalites</a> and <a href="https://forgottenrealms.fandom.com/wiki/Church_of_Myrkul" target="_blank">myrkulites</a> uncovered ancient scrolls regarding to Kyuss, and tried to find Wormcrawl Island in hopes Kyuss would resurrect their respective gods.</p><p></p><table style='width: 100%'><tr><th>Designer's Note</th></tr><tr><td>The Kyuss presented below is an Elite monster which is equivalent to two standard monsters. If you want to use Kyuss in the Elder Evils adventure "The Worm that Walks," you should use Kyuss without its Elite Traits & Actions and have him reach 0 Hit Points when he is bloodied. If you want to use Kyuss in the "Age of Worms" adventure path, you should Kyuss with its full compliment of Elite Traits & actions and its full Hit Points.</td></tr></table><p></p><p><span style="font-size: 22px">Goals</span></p><p>Kyuss hungers for conquest and a time when he is the master, the lord, and ruler of all things. To achieve this he must usher in the last age of humans, the Age of Worms. He covets this end and the rise in power to godhood it will provide him.</p><p></p><table style='width: 100%'><tr><td><strong><span style="font-size: 22px">Kyuss (WIP)</span></strong></td><td><strong>Challenge</strong> 26</td></tr><tr><td><em>Gargantuan elite aberration (elder evil), chaotic evil</em></td><td>90,000 / 180,000 XP</td></tr></table><p><img src="https://www.enworld.org/attachments/1599771485172-png.126033/" alt="1599771485172.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Armor Class </strong>18 (Natural Armor)</p><p><strong>Hit Points </strong>975 (50d20 + 450; bloodied 487)</p><p><strong>Speed</strong> 50 ft. burro 40 ft., climb 40 ft., swim 30 ft.</p><p><img src="https://www.enworld.org/attachments/1599771486387-png.126034/" alt="1599771486387.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>29 (+9)</td><td>23 (+6)</td><td>28 (+9)</td><td>27 (+8)</td><td>30 (+10)</td><td>28 (+9)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599771488291-png.126035/" alt="1599771488291.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Saving Throws</strong> Dex +14, Con +17, Int +16, Wis +18, Cha +17</p><p><strong>Skills </strong>Arcana +16, Athletics +17, History +16, Insight +18, Perception +18</p><p><strong>Damage Resistances</strong> cold, poison, psychic</p><p><strong>Damage Immunities</strong> necrotic; bludgeoning, piercing, and slashing from nonmagical Attacks</p><p><strong>Condition Immunities </strong>charmed, exhaustion, frightened, paralyzed, poisoned, stunned</p><p><strong>Senses</strong> tremorsense 60 ft., truesight 240 ft., Passive Perception 28</p><p><strong>Languages</strong> all, telepathy 600 ft.</p><p><strong>Proficiency Bonus</strong> +8; <strong>Maneuver DC </strong>17</p><p><img src="https://www.enworld.org/attachments/1599771489448-png.126036/" alt="1599771489448.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong><em>Anathematic Secrecy.</em></strong> Kyuss can't be targeted by divination magic and is immune to any spell or effect that would alter its form, read its thoughts, or magically influence its thoughts or behavior.</p><p></p><p><strong><em>Desecration Aura. </em></strong>Kyuss is surround by an aura of negative energy. Unless Kyuss is <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Incapacitated" target="_blank">incapacitated</a>, undead creatures of its choice within 120 feet of it have advantage on saving throws against features that turn undead and they gain advantage on their attacks and saving throws while in the aura.</p><p></p><p><strong><em>Elder Evil (Elite Trait, 1/Rest). </em></strong>When Kyuss is first bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and it can use its Elite Actions and Traits.</p><p></p><p><strong><em>Eldritch Aura (Elite Trait).</em></strong> Any creature of Kyuss's choice and within 20 feet of Kyuss has disadvantage on d20 rolls and cannot regain hit points while within the aura.</p><p></p><p><strong><em>Horrifying Attack.</em></strong> When Kyuss <em>Engulfs </em>a creature, each of the creature’s allies within 120 feet of it, and that can see the attack, must make a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The saving throw is made with disadvantage if the engulfed creature is reduced to 0 hit points by the attack.</p><p></p><p><em><strong>Limited Magic Immunity.</strong></em> Kyuss is immune to cantrips and he has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against him has disadvantage on the attack roll.</p><p></p><p><em><strong>Rejuvenating Worms.</strong></em> If Kyuss is reduced to 0 hit points, it falls into a pile of vermin (worms, maggots, etc., use 8 swarms of insects) in the same space and that immediately attempt to escape by slithering through holes or burrowing into the earth. Any items or equipment worn or carried by Kyuss fall to ground in the area it previously occupied. Unless the swarms are destroyed, Kyuss reforms from them 24 hours later.</p><p></p><p><em><strong>Siege Monster.</strong></em> Kyuss deals double damage to objects and structures.</p><p></p><p><strong><em>Swarm Form.</em></strong> Kyuss can move through a space as narrow as 1 foot wide without squeezing.</p><p></p><p><strong><em>Worm Spawn.</em></strong> When a creature dies from an attack by Kyuss, it raises at the end of Kyuss's next turn as a Spawn of Kyuss under Kyuss's control. The Spawn acts on its own initiative count directly after Kyuss's turn.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong><em>Multiattack.</em></strong> Kyuss makes two melee attacks.</p><p></p><p><strong><em>Mace of Kyuss.</em></strong> <em>Melee Weapon Attack:</em> +20 to hit, reach 15 ft., one target. <em>Hit:</em> 30 (4d8 + 12) magical bludgeoning damage or slashing damage (Kyuss's choice) plus 27 (6d8) necrotic damage and must make a DC 21 Strength saving throw or be pushed 20 feet or knocked prone, Kyuss's choice. If the Kyuss scores a critical hit, it rolls the weapon damage dice three times (12d8), instead of twice.</p><p></p><p><strong><em>Slam.</em></strong> <em>Melee Weapon Attack:</em> +17 to hit, reach 10 ft., one target. <em>Hit:</em> 23 (4d6 + 9) bludgeoning damage plus 13 (3d8) necrotic damage and the target must make a DC 21 Strength saving throw or be grappled.</p><p></p><p><strong><em>Desecration Beam (Elite Trait; Recharge 5-6). </em></strong>Kyuss magically creates a beam of sickly green light that is 600 feet long and 5 feet wide. Each creature in the beam must make a DC 25 Constition saving throw, taking 45 (10d8) necrotic damage and suffer the effects of a Vermin Smite attack on a failed save, or half as much necrotic damage on a successful one.</p><p></p><p><strong><em>Engulf (Recharge 5-6).</em></strong> Kyuss can move up to 20 feet and enter the space of Large or smaller creatures, swallowing them in a mass of vermin. Each target must make a DC 25 Constitution saving throw or take 28 (6d8) magical piercing damage plus 28 (6d8) necrotic damage and blinded and restrained on a failed save. An Engulfed creature takes the same damage at the start of each of Kyuss's turns. An engulfed creature can use an action to make a DC 21 Dexterity or Strength saving throw to shake of the vermin. On a success, the creature is no longer restrained and can use its speed to leave Kyuss's space, treating its space as difficult terrain.</p><p></p><p><strong><em>Spellcasting.</em></strong> Kyuss cast one of the following spells, using Charisma as the spellcasting ability (spell save DC 25, +17 to hit with spell attacks).</p><p></p><p>At will): <a href="https://a5e.tools/spell/chill-touch" target="_blank"><em>chill touch</em></a><em> (17th level), </em><a href="https://a5e.tools/spell/counterspell" target="_blank"><em>counterspell</em></a><em>, </em><a href="https://a5e.tools/spell/dispel-magic" target="_blank"><em>dispel magic</em></a><em>,</em><a href="http://dnd5e.wikidot.com/spell:eldritch-blast" target="_blank"><em> eldritch blast</em></a> <em>(17th level),</em> <a href="https://a5e.tools/spell/mage-hand" target="_blank"><em>mage hand,</em></a> <a href="https://a5e.tools/spell/prestidigitation" target="_blank"><em>prestidigitation</em></a>, <a href="https://a5e.tools/spell/ray-enfeeblement" target="_blank"><em> ray of enfeeblement</em></a><em>, </em><a href="https://a5e.tools/spell/scrying" target="_blank"><em>scrying</em></a>, <a href="https://a5e.tools/spell/shield" target="_blank"><em>shield</em></a></p><p>3/day each: <a href="https://a5e.tools/spell/animate-dead" target="_blank"><em>animate dead</em></a>,<a href="https://a5e.tools/spell/bestow-curse" target="_blank"><em> bestow curse</em></a>, <a href="https://a5e.tools/spell/blight" target="_blank"><em>blight</em></a><em>, </em><a href="https://a5e.tools/spell/cone-cold" target="_blank"><em>cone of cold</em></a><em>, </em><a href="https://a5e.tools/spell/raise-dead" target="_blank"><em>raise dead</em></a><em>, </em><a href="https://a5e.tools/spell/vampiric-touch" target="_blank"><em>vampiric touch</em></a></p><p>2/day each:<a href="https://a5e.tools/spell/antilife-shell" target="_blank"> <em>antilife shell</em></a><em>, </em><a href="https://a5e.tools/spell/create-undead" target="_blank"><em>create undead</em></a><em>, </em><a href="https://a5e.tools/spell/harm" target="_blank"><em>harm</em></a><em>, </em><a href="https://a5e.tools/spell/scrying" target="_blank"><em>scrying</em></a></p><p>1/day each: <a href="https://a5e.tools/spell/disintegrate" target="_blank"><em>disintegrate</em></a><em>, <a href="https://a5e.tools/spell/finger-death" target="_blank"><em>finger of death</em></a>,</em><a href="https://www.dnd-spells.com/spell/abi-dalzims-horrid-wilting" target="_blank"><em> horrid wilting</em></a>, <a href="https://a5e.tools/spell/inescapable-malady" target="_blank"><em>inescable malady</em></a></p><p></p><p>[spoiler=Spells]</p><p><strong><em>Cone of Cold (5th-level; V, S, M).</em></strong> A blast of magical cold erupts from the Dodkong's hand in a 60-foot cone. Creatures in the area must make a DC 20 Constitution saving throw or take 36 (8d8) cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.</p><p></p><p><strong><em>Disintegrate (6th-Level; S, M).</em></strong> The lich disintegrates a target within 60 feet. A Large or smaller nonmagical object or creation of magical force, or a 10-foot-cube section thereof, is automatically destroyed. A creature makes a DC 20 Dexterity saving throw , taking 75 (10d6 + 40) force damage on a failed save. If reduced to 0 hit points, the creature and its nonmagical gear are disintegrated, and the creature can be restored to life only with <em><a href="https://a5e.tools/spell/true-resurrection" target="_blank">true resurrection</a> </em>or <em><a href="https://a5e.tools/spell/wish" target="_blank">wish</a> </em>.</p><p></p><p><strong><em>Eldritch Blast (Cantrip; V, S).</em></strong><em> Ranged Spell Attack. </em>+12 to hit, range 300 ft., one to three targets. <em>Hit.</em> 10 (1d10 + 5) force damage per beam (4 beams).</p><p></p><p><strong><em>Finger of Death (7th-level; S). </em></strong>The Dodkong cast the spell Finger of Death. A creature within 60 feet makes a DC 20 Constitution <a href="https://a5e.tools/rules/saving-throw" target="_blank">saving throw</a> , taking 61 (7d8 + 30) necrotic damage on a failed saving throw or half damage on a success. A humanoid killed by this spell turns into a <a href="https://a5e.tools/node/1827" target="_blank">zombie</a> under the lich’s control at the start of the lich’s next turn.</p><p></p><p><strong><em>Horrid Wilting (8th-level; V, S, M).</em></strong> The Dodkong chooses a point it can see within 150 feet of it. Each creature within a 30-foot cub centered on that point must make a DC 20 Constitution saving throw, taking 54 (12d8) necrotic damage of a failed save, or half as much damage on a successful one. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage.</p><p>[/spoiler]</p><p></p><p><strong><em>Summon Scion (Elite Action; 1/Day).</em></strong> Kyuss summons a <a href="https://www.enworld.org/threads/5e-updates-monstrous-compendium.672508/post-8898889" target="_blank">Scion of Kyuss</a> to an unoccupied area Kyuss can see within 120 feet of it.</p><p></p><p><strong><u>BONUS ACTIONS</u></strong></p><p><strong><em>Worm Smite (Recharge 5-6).</em></strong> When Kyuss hits a creature with a Slam attack, the target must make a DC 25 Dexterity saving throw or become covered in ravenous worms. While covered in worms, the creature's takes 18 (4d8) magical piercing damage at the start of each of its turns and cannot take reactions or cast or concentrate on spells. The creature can use an action to repeat the saving throw to shake of the worms, removing them on a success.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p>In addition to its normal reaction, Kyuss can spend a legendary action to take additional reactions.</p><p></p><p><strong><em>Counterspell. </em></strong>Kyuss interrupts the casting of a spell he can see being cast within 60 feet of him, causing the spell to fail.</p><p></p><p><strong><em>Shield.</em></strong> If Kyuss would be hit by an attack or is the target of the magic missile spell, he conjures a magical barrier and gains a +5 bonus to his AC until the start of his next turn. Additionally, he takes no damage from the magic missile spell.</p><p></p><p><strong><em>Vile Worms. </em></strong>If a creature ends its turn grappled by Kyuss, it must make a DC 25 Constitution saving throw, taking 18 (4d8) magical piercing damage on a failed save, or half as much damage on a success.</p><p></p><p><strong><u>LEGENDARY ACTIONS</u></strong></p><p>Kyuss can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If Kyuss has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. Kyuss regains spent legendary actions at the start of its turn.</p><p></p><p><strong>Command Spawn.</strong> A Spawn of Kyuss within 120 ft of Kyuss can use its reaction to move up to half its speed and make an attack on a target of Kyuss's choice.</p><p><strong>Eldritch Recovery. </strong>Kyuss ends one negative effect currently affecting it. Kyuss can do so as long as it has at least 1 hit point, even while <a href="https://a5e.tools/rules/conditions" target="_blank">unconscious</a> or <a href="https://a5e.tools/rules/conditions" target="_blank">incapacitated</a>.</p><p><strong>Slam.</strong> Kyuss makes a Slam attack.</p><p><strong>Mace (Cost 2 Actions).</strong> Kyuss makes a Mace of Kyuss attack.</p><p><strong>Quick Spell (Cost 2 Actions).</strong> Kyuss casts an at will spell.</p><p><strong>Swarm Movement (Cost 2 Actions).</strong> Kyuss transforms into a swarm of vermin and can move up to twice its speed (100 feet). During this movement it can move through other creature's spaces and attack rolls targeting it have disadvantage.</p><p><strong>Withering Ray (Elite Trait; Costs 3 Actions).</strong> A bolt of eldritch energy erupts from Kyuss to a creature Kyuss can see within 300 feet of Kyuss. The creature must make a DC 25 Constitution saving throw, taking 36 (8d8) necrotic damage and suffering one level of exhaustion (fatigue) on a failed saving throw, or half as much necrotic damage on a successful one.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8897498, member: 83242"] [SIZE=7]K[/SIZE][SIZE=6]YUSS, THE [/SIZE][SIZE=7]W[/SIZE][SIZE=6]ORM THAT [/SIZE][SIZE=7]W[/SIZE][SIZE=6]ALKS[/SIZE] [HR][/HR] [ATTACH type="full" alt="1673726576306.png"]272533[/ATTACH] [I]Not sure of the name author or copyright (guessing WotC), any help?[/I] [SIZE=6]Description[/SIZE] The Worm that Walks is a 30 foot (9 meters) tall roughly humanoid shifting mass of maggots and worms filled with the psychic imprint of a former [URL='https://forgottenrealms.fandom.com/wiki/Demigod']demigod[/URL] named Kyuss. Although Kyuss has little need for modesty, it hides its gruesome form beneath a blackened and tattered cloak made from the hides of those sacrificed for its transformation. Kyuss two blazing malice filled eyes pierce forth from under its hood. [SIZE=6]History[/SIZE] The true story of the being known as the Worm that Walks was a mystery to scholars, although some claimed that he was once a high priest of [URL='https://forgottenrealms.fandom.com/wiki/Orcus']Orcus[/URL]. The only known fact all agreed on was that the Worm that Walks was originally a demigod called Kyuss, who had lived in the ancient past as a mortal necromancer and created many aberrant undead creatures, such as the [URL='https://forgottenrealms.fandom.com/wiki/Spawn_of_Kyuss']spawn of Kyuss[/URL] that plagued the [URL='https://forgottenrealms.fandom.com/wiki/Underdark']Underdark[/URL]. Eventually, Kyuss's wickedness made his contemporaries to exile him to the fringes of society. Rather than languishing as an outcast, he became the prophet of a wicked cult who believed in the dreaded Age of Worms. During this time Kyuss discovered the ruins of a dead civilization in an island near [URL='https://forgottenrealms.fandom.com/wiki/Maztica']Maztica[/URL], known as the Wormcrawl Island by the [URL='https://forgottenrealms.fandom.com/wiki/Elves']elves[/URL] of [URL='https://forgottenrealms.fandom.com/wiki/Evermeet']Evermeet[/URL], and claimed the site as its own, where he ruled as a god-king. In the ruins, his followers discovered ancient metal plates, which held terrible secrets but also confirmed every prophecy he had spoken.[URL='https://forgottenrealms.fandom.com/wiki/Kyuss#cite_note-ElderEvils-IncorporatingElderEvils1-2'][2][/URL][URL='https://forgottenrealms.fandom.com/wiki/Kyuss#cite_note-ElderEvils-IncorporatingElderEvils2-5'][5][/URL] Through these inscriptions, Kyuss discovered how to transcend mortality at a terrible price—the lives of his congregation. On one bloody night he instructed his priests to slaughter them all, and after that Kyuss murdered the priests as well. When he was finished, he fused his essence with the foul ruins, gaining and losing his divinity in one moment. He was neither mortal nor [URL='https://forgottenrealms.fandom.com/wiki/God']god[/URL], and he was bound forever to the ruins. However, he was transformed into something far worse. Some scholars believed Kyuss was related to the [URL='https://forgottenrealms.fandom.com/wiki/Far_Realm']Far Realm[/URL]-infested star [URL='https://forgottenrealms.fandom.com/wiki/Nihal']Nihal[/URL]. Either Kyuss was its brother or both were the same being observed from two different points in time.[URL='https://forgottenrealms.fandom.com/wiki/Kyuss#cite_note-DR403-p36-6'][6][/URL] After the [URL='https://forgottenrealms.fandom.com/wiki/Time_of_Troubles']Time of Troubles[/URL], a coalition of [URL='https://forgottenrealms.fandom.com/wiki/Church_of_Bane']banites[/URL], [URL='https://forgottenrealms.fandom.com/wiki/Church_of_Bhaal']bhaalites[/URL] and [URL='https://forgottenrealms.fandom.com/wiki/Church_of_Myrkul']myrkulites[/URL] uncovered ancient scrolls regarding to Kyuss, and tried to find Wormcrawl Island in hopes Kyuss would resurrect their respective gods. [TABLE] [TR] [TH]Designer's Note[/TH] [/TR] [TR] [TD]The Kyuss presented below is an Elite monster which is equivalent to two standard monsters. If you want to use Kyuss in the Elder Evils adventure "The Worm that Walks," you should use Kyuss without its Elite Traits & Actions and have him reach 0 Hit Points when he is bloodied. If you want to use Kyuss in the "Age of Worms" adventure path, you should Kyuss with its full compliment of Elite Traits & actions and its full Hit Points.[/TD] [/TR] [/TABLE] [SIZE=6]Goals[/SIZE] Kyuss hungers for conquest and a time when he is the master, the lord, and ruler of all things. To achieve this he must usher in the last age of humans, the Age of Worms. He covets this end and the rise in power to godhood it will provide him. [TABLE] [TR] [TD][B][SIZE=6]Kyuss (WIP)[/SIZE][/B][/TD] [TD][B]Challenge[/B] 26[/TD] [/TR] [TR] [TD][I]Gargantuan elite aberration (elder evil), chaotic evil[/I][/TD] [TD]90,000 / 180,000 XP[/TD] [/TR] [/TABLE] [IMG alt="1599771485172.png"]https://www.enworld.org/attachments/1599771485172-png.126033/[/IMG] [B]Armor Class [/B]18 (Natural Armor) [B]Hit Points [/B]975 (50d20 + 450; bloodied 487) [B]Speed[/B] 50 ft. burro 40 ft., climb 40 ft., swim 30 ft. [IMG alt="1599771486387.png"]https://www.enworld.org/attachments/1599771486387-png.126034/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]29 (+9)[/TD] [TD]23 (+6)[/TD] [TD]28 (+9)[/TD] [TD]27 (+8)[/TD] [TD]30 (+10)[/TD] [TD]28 (+9)[/TD] [/TR] [/TABLE] [IMG alt="1599771488291.png"]https://www.enworld.org/attachments/1599771488291-png.126035/[/IMG] [B]Saving Throws[/B] Dex +14, Con +17, Int +16, Wis +18, Cha +17 [B]Skills [/B]Arcana +16, Athletics +17, History +16, Insight +18, Perception +18 [B]Damage Resistances[/B] cold, poison, psychic [B]Damage Immunities[/B] necrotic; bludgeoning, piercing, and slashing from nonmagical Attacks [B]Condition Immunities [/B]charmed, exhaustion, frightened, paralyzed, poisoned, stunned [B]Senses[/B] tremorsense 60 ft., truesight 240 ft., Passive Perception 28 [B]Languages[/B] all, telepathy 600 ft. [B]Proficiency Bonus[/B] +8; [B]Maneuver DC [/B]17 [IMG alt="1599771489448.png"]https://www.enworld.org/attachments/1599771489448-png.126036/[/IMG] [B][I]Anathematic Secrecy.[/I][/B] Kyuss can't be targeted by divination magic and is immune to any spell or effect that would alter its form, read its thoughts, or magically influence its thoughts or behavior. [B][I]Desecration Aura. [/I][/B]Kyuss is surround by an aura of negative energy. Unless Kyuss is [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Incapacitated']incapacitated[/URL], undead creatures of its choice within 120 feet of it have advantage on saving throws against features that turn undead and they gain advantage on their attacks and saving throws while in the aura. [B][I]Elder Evil (Elite Trait, 1/Rest). [/I][/B]When Kyuss is first bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and it can use its Elite Actions and Traits. [B][I]Eldritch Aura (Elite Trait).[/I][/B] Any creature of Kyuss's choice and within 20 feet of Kyuss has disadvantage on d20 rolls and cannot regain hit points while within the aura. [B][I]Horrifying Attack.[/I][/B] When Kyuss [I]Engulfs [/I]a creature, each of the creature’s allies within 120 feet of it, and that can see the attack, must make a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The saving throw is made with disadvantage if the engulfed creature is reduced to 0 hit points by the attack. [I][B]Limited Magic Immunity.[/B][/I] Kyuss is immune to cantrips and he has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against him has disadvantage on the attack roll. [I][B]Rejuvenating Worms.[/B][/I] If Kyuss is reduced to 0 hit points, it falls into a pile of vermin (worms, maggots, etc., use 8 swarms of insects) in the same space and that immediately attempt to escape by slithering through holes or burrowing into the earth. Any items or equipment worn or carried by Kyuss fall to ground in the area it previously occupied. Unless the swarms are destroyed, Kyuss reforms from them 24 hours later. [I][B]Siege Monster.[/B][/I] Kyuss deals double damage to objects and structures. [B][I]Swarm Form.[/I][/B] Kyuss can move through a space as narrow as 1 foot wide without squeezing. [B][I]Worm Spawn.[/I][/B] When a creature dies from an attack by Kyuss, it raises at the end of Kyuss's next turn as a Spawn of Kyuss under Kyuss's control. The Spawn acts on its own initiative count directly after Kyuss's turn. [B][U]ACTIONS[/U] [I]Multiattack.[/I][/B] Kyuss makes two melee attacks. [B][I]Mace of Kyuss.[/I][/B] [I]Melee Weapon Attack:[/I] +20 to hit, reach 15 ft., one target. [I]Hit:[/I] 30 (4d8 + 12) magical bludgeoning damage or slashing damage (Kyuss's choice) plus 27 (6d8) necrotic damage and must make a DC 21 Strength saving throw or be pushed 20 feet or knocked prone, Kyuss's choice. If the Kyuss scores a critical hit, it rolls the weapon damage dice three times (12d8), instead of twice. [B][I]Slam.[/I][/B] [I]Melee Weapon Attack:[/I] +17 to hit, reach 10 ft., one target. [I]Hit:[/I] 23 (4d6 + 9) bludgeoning damage plus 13 (3d8) necrotic damage and the target must make a DC 21 Strength saving throw or be grappled. [B][I]Desecration Beam (Elite Trait; Recharge 5-6). [/I][/B]Kyuss magically creates a beam of sickly green light that is 600 feet long and 5 feet wide. Each creature in the beam must make a DC 25 Constition saving throw, taking 45 (10d8) necrotic damage and suffer the effects of a Vermin Smite attack on a failed save, or half as much necrotic damage on a successful one. [B][I]Engulf (Recharge 5-6).[/I][/B] Kyuss can move up to 20 feet and enter the space of Large or smaller creatures, swallowing them in a mass of vermin. Each target must make a DC 25 Constitution saving throw or take 28 (6d8) magical piercing damage plus 28 (6d8) necrotic damage and blinded and restrained on a failed save. An Engulfed creature takes the same damage at the start of each of Kyuss's turns. An engulfed creature can use an action to make a DC 21 Dexterity or Strength saving throw to shake of the vermin. On a success, the creature is no longer restrained and can use its speed to leave Kyuss's space, treating its space as difficult terrain. [B][I]Spellcasting.[/I][/B] Kyuss cast one of the following spells, using Charisma as the spellcasting ability (spell save DC 25, +17 to hit with spell attacks). At will): [URL='https://a5e.tools/spell/chill-touch'][I]chill touch[/I][/URL][I] (17th level), [/I][URL='https://a5e.tools/spell/counterspell'][I]counterspell[/I][/URL][I], [/I][URL='https://a5e.tools/spell/dispel-magic'][I]dispel magic[/I][/URL][I],[/I][URL='http://dnd5e.wikidot.com/spell:eldritch-blast'][I] eldritch blast[/I][/URL] [I](17th level),[/I] [URL='https://a5e.tools/spell/mage-hand'][I]mage hand,[/I][/URL] [URL='https://a5e.tools/spell/prestidigitation'][I]prestidigitation[/I][/URL], [URL='https://a5e.tools/spell/ray-enfeeblement'][I] ray of enfeeblement[/I][/URL][I], [/I][URL='https://a5e.tools/spell/scrying'][I]scrying[/I][/URL], [URL='https://a5e.tools/spell/shield'][I]shield[/I][/URL] 3/day each: [URL='https://a5e.tools/spell/animate-dead'][I]animate dead[/I][/URL],[URL='https://a5e.tools/spell/bestow-curse'][I] bestow curse[/I][/URL], [URL='https://a5e.tools/spell/blight'][I]blight[/I][/URL][I], [/I][URL='https://a5e.tools/spell/cone-cold'][I]cone of cold[/I][/URL][I], [/I][URL='https://a5e.tools/spell/raise-dead'][I]raise dead[/I][/URL][I], [/I][URL='https://a5e.tools/spell/vampiric-touch'][I]vampiric touch[/I][/URL] 2/day each:[URL='https://a5e.tools/spell/antilife-shell'] [I]antilife shell[/I][/URL][I], [/I][URL='https://a5e.tools/spell/create-undead'][I]create undead[/I][/URL][I], [/I][URL='https://a5e.tools/spell/harm'][I]harm[/I][/URL][I], [/I][URL='https://a5e.tools/spell/scrying'][I]scrying[/I][/URL] 1/day each: [URL='https://a5e.tools/spell/disintegrate'][I]disintegrate[/I][/URL][I], [URL='https://a5e.tools/spell/finger-death'][I]finger of death[/I][/URL],[/I][URL='https://www.dnd-spells.com/spell/abi-dalzims-horrid-wilting'][I] horrid wilting[/I][/URL], [URL='https://a5e.tools/spell/inescapable-malady'][I]inescable malady[/I][/URL] [spoiler=Spells] [B][I]Cone of Cold (5th-level; V, S, M).[/I][/B] A blast of magical cold erupts from the Dodkong's hand in a 60-foot cone. Creatures in the area must make a DC 20 Constitution saving throw or take 36 (8d8) cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. [B][I]Disintegrate (6th-Level; S, M).[/I][/B] The lich disintegrates a target within 60 feet. A Large or smaller nonmagical object or creation of magical force, or a 10-foot-cube section thereof, is automatically destroyed. A creature makes a DC 20 Dexterity saving throw , taking 75 (10d6 + 40) force damage on a failed save. If reduced to 0 hit points, the creature and its nonmagical gear are disintegrated, and the creature can be restored to life only with [I][URL='https://a5e.tools/spell/true-resurrection']true resurrection[/URL] [/I]or [I][URL='https://a5e.tools/spell/wish']wish[/URL] [/I]. [B][I]Eldritch Blast (Cantrip; V, S).[/I][/B][I] Ranged Spell Attack. [/I]+12 to hit, range 300 ft., one to three targets. [I]Hit.[/I] 10 (1d10 + 5) force damage per beam (4 beams). [B][I]Finger of Death (7th-level; S). [/I][/B]The Dodkong cast the spell Finger of Death. A creature within 60 feet makes a DC 20 Constitution [URL='https://a5e.tools/rules/saving-throw']saving throw[/URL] , taking 61 (7d8 + 30) necrotic damage on a failed saving throw or half damage on a success. A humanoid killed by this spell turns into a [URL='https://a5e.tools/node/1827']zombie[/URL] under the lich’s control at the start of the lich’s next turn. [B][I]Horrid Wilting (8th-level; V, S, M).[/I][/B] The Dodkong chooses a point it can see within 150 feet of it. Each creature within a 30-foot cub centered on that point must make a DC 20 Constitution saving throw, taking 54 (12d8) necrotic damage of a failed save, or half as much damage on a successful one. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. [/spoiler] [B][I]Summon Scion (Elite Action; 1/Day).[/I][/B] Kyuss summons a [URL='https://www.enworld.org/threads/5e-updates-monstrous-compendium.672508/post-8898889']Scion of Kyuss[/URL] to an unoccupied area Kyuss can see within 120 feet of it. [B][U]BONUS ACTIONS[/U] [I]Worm Smite (Recharge 5-6).[/I][/B] When Kyuss hits a creature with a Slam attack, the target must make a DC 25 Dexterity saving throw or become covered in ravenous worms. While covered in worms, the creature's takes 18 (4d8) magical piercing damage at the start of each of its turns and cannot take reactions or cast or concentrate on spells. The creature can use an action to repeat the saving throw to shake of the worms, removing them on a success. [B][U]REACTIONS[/U][/B] In addition to its normal reaction, Kyuss can spend a legendary action to take additional reactions. [B][I]Counterspell. [/I][/B]Kyuss interrupts the casting of a spell he can see being cast within 60 feet of him, causing the spell to fail. [B][I]Shield.[/I][/B] If Kyuss would be hit by an attack or is the target of the magic missile spell, he conjures a magical barrier and gains a +5 bonus to his AC until the start of his next turn. Additionally, he takes no damage from the magic missile spell. [B][I]Vile Worms. [/I][/B]If a creature ends its turn grappled by Kyuss, it must make a DC 25 Constitution saving throw, taking 18 (4d8) magical piercing damage on a failed save, or half as much damage on a success. [B][U]LEGENDARY ACTIONS[/U][/B] Kyuss can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If Kyuss has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. Kyuss regains spent legendary actions at the start of its turn. [B]Command Spawn.[/B] A Spawn of Kyuss within 120 ft of Kyuss can use its reaction to move up to half its speed and make an attack on a target of Kyuss's choice. [B]Eldritch Recovery. [/B]Kyuss ends one negative effect currently affecting it. Kyuss can do so as long as it has at least 1 hit point, even while [URL='https://a5e.tools/rules/conditions']unconscious[/URL] or [URL='https://a5e.tools/rules/conditions']incapacitated[/URL]. [B]Slam.[/B] Kyuss makes a Slam attack. [B]Mace (Cost 2 Actions).[/B] Kyuss makes a Mace of Kyuss attack. [B]Quick Spell (Cost 2 Actions).[/B] Kyuss casts an at will spell. [B]Swarm Movement (Cost 2 Actions).[/B] Kyuss transforms into a swarm of vermin and can move up to twice its speed (100 feet). During this movement it can move through other creature's spaces and attack rolls targeting it have disadvantage. [B]Withering Ray (Elite Trait; Costs 3 Actions).[/B] A bolt of eldritch energy erupts from Kyuss to a creature Kyuss can see within 300 feet of Kyuss. The creature must make a DC 25 Constitution saving throw, taking 36 (8d8) necrotic damage and suffering one level of exhaustion (fatigue) on a failed saving throw, or half as much necrotic damage on a successful one. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5e Updates: Monstrous Compendium
Top