Valgoss Host Sample Creature Working Draft (Hanim Worm Lord)
Sample Valgoss Hosts
The following sample creatures have gained the valgoss host template.
Hanim Worm Lord
Human 3rd level wizard, 3rd level cleric, 6th level mystic theurge
Medium Humanoid (Human)
Hit Dice: 3d4+3d8+6d4+24–20+3 (43 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (+2 Dex,
+2 ring of force shield), touch 12, flat-footed 12
Base Attack/Grapple: +6/+6
Attack: Masterwork quarterstaff +7 melee (1d6)
Full Attack: Masterwork quarterstaff +7/+2 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Calm emotions, spells, spontaneous casting (
inflict spells), rebuke undead (4/day, 1d20+3), rebuke
worms (4/day, 1d20+3)
Special Qualities: Human traits, protection from The Taker of Life, slaiyith gifts (all 10), spell resistance 17, summon familiar, valgoss telepathy
Saves: Fort +8, Ref +6, Will +15
Abilities: Str 10, Dex 14, Con 14, Int 18, Wis 18, Cha 13
Skills: Appraise +4 [
+6 for alchemy], Concentration +17, Craft (alchemy) +11, Decipher Script +11, Diplomacy +12, Heal +10, Knowledge (arcana) +13, Knowledge (religion) +13, Knowledge (the planes) +10, Sense Motive +11, Spellcraft +21, Survival +4 [
+6 on other planes]
Feats: Augment Summoning, Greater Spell Focus (Enchantment), Scribe Scrollᴮ, Spell Focus (Conjuration, Enchantment), Spell Penetrationᴮ
Environment: Swamps of Maelost
Organization: As base creature
Challenge Rating: 14 (10 symbionts)
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2
Worm Lord in Fighter Host
Hit Dice: 3d4+3d8+6d4+48–10+3 (77 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 16 (+4 Dex,
+2 ring of force shield), touch 14, flat-footed 12
—with warrior host's armor (10% arcane spell failure): AC 18 (+4 Dex, +2 leather,
+2 ring of force shield), touch 14, flat-footed 14
—with host's armor & shield (25% arcane spell failure): AC 18 (+4 Dex, +2 leather, +2 heavy chitin shield [
equal to heavy wooden shield]), touch 14, flat-footed 14
Base Attack/Grapple: +6/+8
Attack: Masterwork quarterstaff +9 melee (1d6+3)
Full Attack: Masterwork quarterstaff +9/+4 melee (1d6+3)
Special Attacks: Calm emotions, spells, spontaneous casting (
inflict spells), rebuke undead (4/day, 1d20+3), rebuke
worms (4/day, 1d20+3)
Special Qualities: Human traits, protection from The Taker of Life, slaiyith gifts (hanim gift plus all 4 physical gifts), summon familiar, valgoss telepathy
Saves: Fort +10, Ref +8, Will +15
Abilities: Str 15, Dex 18, Con 18, Int 18, Wis 18, Cha 13
Skills: Appraise +4 [
+6 for alchemy], Concentration +19, Craft (alchemy) +11, Decipher Script +11, Diplomacy +12, Heal +10, Knowledge (arcana) +13, Knowledge (religion) +13, Knowledge (the planes) +10, Sense Motive +11, Spellcraft +21, Survival +4 [
+6 on other planes]
Feats: Augment Summoning, Greater Spell Focus (Enchantment), Scribe Scrollᴮ, Spell Focus (Conjuration, Enchantment), Spell Penetrationᴮ
Challenge Rating: 13 (5 symbionts)
Hanim Fighter Host
Human 4th level fighter
Hit Dice: 4d10+16–10 (28 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (+3 Dex, +2 leather, +2 heavy chitin shield [
equal to heavy wooden shield]), touch 13, flat-footed 14
Base Attack/Grapple: +4/+6
Attack: Masterwork torag pole +8 melee (1d6+4) or javelin +7 ranged (1d6+2)
Full Attack: Masterwork torag pole +8 melee (1d6+4) or javelin +7 ranged (1d6+2)
Special Attacks: —
Special Qualities: Fighter class features, human traits, protection from The Taker of Life, slaiyith gifts (hanim gift plus all 4 physical gifts), valgoss telepathy
Saves: Fort +8, Ref +4, Will +4
Abilities: Str 15, Dex 16, Con 18, Int 10, Wis 12, Cha 8
Skills: Climb +10, Handle Animal +2 (
+6 for valgoss hosts), Listen +1 (
+3 on Maelost), Ride +9, Spot +1 (
+3 on Maelost), Survival +1* (
+3 on Maelost)
Feats: Exotic Weapon Proficiency (torag pole)ᴮ, Iron Willᴮ, Mounted Archery, Mounted Combat, Weapon Focus (torag pole)ᴮ, Weapon Specialization (torag pole)ᴮ
(includes human extra feat plus three fighter bonus feats)
Challenge Rating: 5 (5 symbionts)
A tanned, scrawny human dressed in robes of soft embroidered leather and leaning on a staff. Almost a dozen straps of pink segmented flesh wind around their body and limbs.
The worm lord is normally accompanied by a band of Hanim Warriors (see above) who screen them from harm while the lord directs strategy and works their magic. A worm lord is a cautious, experienced and highly intelligent combatant so uses spells very effectively.
The hanim worm lord presented here is 3rd-level wizard/3rd-level cleric/6th-level mystic theurge with ability scores Str 8, Dex 10, Con 12, Int 16, Wis 16, Cha 13 (base abilities Str 8, Dex 10, Con 12, Int 15, Wis 14, Cha 13 before level advancement). He sometimes uses the hanim gift of personality exchange to exchange bodies with a 4th-level fighter with five valgoss symbionts and the physical ability scores Str 13, Dex 14, Con 16 (base abilities Str 13, Dex 14, Con 15, Int 10, Wis 12, Cha 8).
The worm lord has an extensive knowledge of
Maelost Worm Magic.
Combat
The worm lord is a cautious and intelligent adversary who prefers to cast spells from behind a screen of hanim warriors and summoned monsters.
Calm Emotions (Sp): A hanim worm lord's Community domain allows them to use
calm emotions as a spell-like ability once per day.
Spells: A hanim worm lord casts spells as a 9th level wizard and a 9th level cleric. The Cleric Spells Prepared assume the worm lord spontaneously casts
inflict spells; if it spontaneously casts
cure spells substitute the prepared
cure wounds spells for the corresponding
inflict wounds spells.
Wizard Spells Prepared (4/5/5/4/2/1), save DC 13 + spell level.
0—
ghost sound,
light,
mage hand,
read magic;
1st—
burrowᴺ,
cause fear (DC 14),
charm person (DC 14),
sleep,
mage armor;
2nd—
blindness/deafness (DC 15),
blur,
glitterdust (DC 15),
pyrotechnics,
summon wormsᴺ;
3rd—
flame arrow,
fly,
stinking cloud,
wormworkᴺ;
4th—
ice storm (DC 17),
stoneskin;
5th—
baleful polymorph;
ᴺ
New spell.
Cleric Spells Prepared (6/5+1/5+1/4+1/2+1/1+1), save DC 13 + spell level.
0—
create water,
detect magic,
detect poison,
guidance,
purify food and drink,
resistance;
1st—
bane (DC 14),
blessᴰ,
cure light wounds,
divine favor,
entropic shield,
sanctuary (DC 14);
2nd—
augury,
enthrall (DC 15),
hold person (DC 15),
resist energy,
sound burst (DC 15),
wormslickᴰᴺ;
3rd—
continual flame,
cure serious wounds,
dispel magic,
prayerᴰ,
wind wall;
4th—
neutralize poison,
wormtongueᴰᴺ (DC 17),
summon monster IV;
5th—
curse of the wormsᴰᴺ (DC 18),
wall of stone;
ᴰ Domain Spell. Domains: Community (calm emotions 1/day, +2 competence bonus on Diplomacy checks), Worm (Rebuke or command worms).
ᴺ New spell.
Rebuke Worms (Su): Up to 4 times per day, a hanim worm lord can rebuke or command worms as an evil cleric rebukes or commands undead. This granted power of the
Worm Domain can only affect vermin and magical beasts with Intelligence 0 or 1 (what counts as a "worm" is at the DM's discretion).
This ability can be used a total number of times per day equal to 3 + Charisma modifier.
Summon Familiar: The hanim worm lord has a toad familiar.
Toad Familiar: CR —; Diminutive Magical Beast; HD 1; hp 1/2 master's (); Init +1; Spd 5 ft.; AC 16, touch 15, flat-footed 15; Base Atk +0; Grp -17; Atk —; Full Atk —; Space/Reach 1 ft./0 ft.; SA —; SQ improved evasion, low-light vision, granted abilities (Alertness, deliver touch spells, empathic link, improved evasion, share spells); AL any; SV Fort +2, Ref +3, Will +2; Str 1, Dex 12, Con 11, Int 6, Wis 14, Cha 4.
Skills and Feats: Hide +21, Listen +4, Spot +4; Alertness.
Special Ability: Master gains +3 hit points.
Skills: *A hanim worm lord host gains a +2 insight bonus on Listen, Spot and Survival checks while on Maelost.
This hanim worm lord valgoss host has a –10 penalty to all Charisma-based skills except for Intimidate unless the target of the skill is also a valgoss host.
Equipment: folding boat,
gloves of dexterity (+2),
headband of intellect (+2),
periapt of wisdom (+2),
restorative ointment,
ring of force shield,
scroll of restoration (7th),
scroll of slay living (9th),
scroll of true seeing (9th), masterwork quarterstaff,
wand of cure light wounds (1st),
wand of dispel magic (9th, 21 charges), spell component pouch; plus one 100-gp gem and four 10-gp gems.
Note: To match its Challenge Rating of 14, the hanim worm lord has the 45,000 gp equipment budget of a 14th-level NPC not the 27,000 gp budget of a 12th-level NPC.
Originally appeared in Tales From the Infinite Staircase (1998) in Tale 3: Lord of the Worms
Notes:
(Wizard/Cleric/Mystic Theurge)
Base BAB +1+2+3
Base Saves: Fort +6, Ref +4, Will +11
Fort +1+3+2 Ref +1+1+2 Will +3+3+5
Equipment Budget: 45,000 gp.
Skill Points
(Cleric 36 SPs, Wizard 18 SPs, Mystic Theurge 36 SPs)
Concentration 15 SPs Cleric 5/Wizard 3/Theurge 7 [Con]
Craft (alchemy) 7 SPs Cleric 3/Theurge 4
Decipher Script 7 SPs Wizard 3/Theurge 4
Diplomacy 9 SPs Cleric 9
Heal 6 SPs Cleric 6
Know (arcana) 9 SPs Cleric 3/Wizard 3/Theurge 3
Know (religion) 9 SPs Cleric 3/Wizard 3/Theurge 3
Know (the planes) 6 SPs Cleric 3/Wizard 3
Sense Motive 7 SPs Theurge 7
Spellcraft 15 SPs Cleric 4/Wizard 3/Theurge 8
Skills: Appraise Int4 [
+2syn for alchemy], Concentration 15SPs+Con2/4, Craft (alchemy) 7SPs+Int4, Decipher Script 7SPs+Int4, Diplomacy 9SPs+Cha1+2syn, Heal 6SPs+Wis4, Know (arcana) 9SPs+Int4, Know (religion) 9SPs+Int4, Know (the planes) 6SPs+Int4, Sense Motive 7SPs+Wis4, Spellcraft 15SPs+Int4+2syn, Survival Wis4 [
+2syn on other planes]