Spawn of Kyuss
Medium undead- Challenge
- STR
- 3
- DEX
- 1
- CON
- 3
- INT
- −3
- WIS
- −2
- CHA
- −4
- Fort
- +4
- Ref
- +2
- Will
- −1
Maneuvers. The spawn of kyuss uses maneuvers (maneuver save Difficulty 14). It has 9 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: spring attack, swipe, tear flesh
2 stamina dice: tear tendon
Regeneration. The spawn of kyuss regains 10 health at the start of each of its turns if it isn’t in sunlight or running water. While the spawn of kyuss is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. If the spawn of kyuss takes acid, fire, or radiant damage, this trait doesn’t function at the start of the spawn of kyuss’s next turn. The spawn of kyuss dies only if it starts its turn with 0 health and doesn’t regenerate.
Worms. If the spawn of kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.
Actions (3)
Burrowing Worm (1/turn). A worm launches at one humanoid that the spawn of kyuss can see within 2 meters of it. The worm latches onto the target’s skin unless the target succeeds on a Difficulty 12 Reflex saving throw. The worm is a Tiny undead with 6 Defense, 1 Health, a −4 in every ability, and a speed of 30 centimeters. While on the target’s skin, the worm can be killed by normal means or scraped off using an action (the spawn of kyuss can use this action to launch a scraped-off worm at a humanoid it can see within 2 meters of the worm). Otherwise, the worm burrows under the target’s skin at the end of the target’s next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 health, then rises 10 minutes later as a spawn of Kyuss. For every 10 health a worm-infested creature regains, a worm infesting it withers away. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.
Claw (2/turn). Melee Weapon Attack: +5 to hit. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage.
Maneuvers
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes slashing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.
On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage and bleeding level by 1 for each additional stamina die expended.
1 minute/stamina die
As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.
On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.