Medium Humanoid (Any Race), Chaotic Neutral
Armor Class 13 (hide/fur)
Hit Points 52 (7d8 + 21)
Speed 30 ft.
STR
17 (+3)
DEX
13 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
8 (-1)
CHA
11 (+0)
Skills Deception +2, Religion +2
Senses Passive Perception 9
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Connected to Quajath. No matter where the creature is, Quajath can read the creatures every thought and memory and can speak with the creature telepathically. Quajath can access the creature's senses and perceive what the creature perceives. As a bonus action Quajath can take direct control of the creature, choosing the actions, bonus action, reactions and movement of the creature until Quajath ends this control as a bonus action.

Magic Resistance. The Wormkin has advantage on saving throws against spells and other magical effects.

Regeneration. If the Wormkin has at least 1 hit point, the creature regains 5 hit points at the start of its turn.

Zealous Frenzy. When the Wormkin Zealot of Quajath hits a creature using a shortsword attack, it may immediately make an additional shortsword attack with disadvantage against the same target. These additional disadvantaged attacks are not effected by Zealous Frenzy and don't generate extra attacks should they hit.

Actions

Multiattack. The Wormkin Zealot makes two Shortsword attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., 1 target. Hit: 7 (1d10 + 1) piercing damage.

Description

Wormkin Zealots can be found in the hunting parties of Wormkin that wander Eiselcross or as guards at the Tomb of the worm itself. Better equipped, and trained than Wormkin Cultists they are the strongest and most fanatical of Wormkin and make up the elite warriors of Quajath's followers. Having been under Quajath's influence for many years they are completely consumed by the effects of the Undermaw's meat.

Wormkin Zealots are fierce and resilient fighters, confident in their ability to regenerate even the most grievous of injuries rapidly., they forgo a shield in favor of wielding a second blade to better attack their foes in a frenzy of blows. Wormkin Zealots are also commonly afforded a heavy crossbow to better aid them in repelling the hostile wild beasts of Eiselcross or to strike down those who would remain outside the reach of their blades.

Wormkin can be identified by the black veins that cover their appendages and creep up their necks, they work united in purpose and outsiders often find them a charming well organized people due to how harmoniously the seemingly work together. They are usually friendly and welcoming to visitors. 

In truth Wormkin are under the sway of Quajath and work towards freeing it, they will often try to offer the Undermaw's flesh to visitors in hopes of turning others into Wormkin thus increasing their numbers. If their offer is refused or their intentions discovered they may turn violent and try to subdue and force feed those they deem as useful additions to their community.

A suspicious character who succeeds on a DC 15 Wisdom (Insight) check can tell the Wormkin are more dangerous than they initially appear.

The largest concentration of Wormkin are found on the Islands of Eiselcross,  however the whispered commands of Quajath can lead groups of Wormkin to travel to other areas of the Wildemount, whether it is to kidnap notable or powerful individuals to indoctrinate into their community or to pursue artifacts that may lead to the freeing of Quajath.

Encounters with groups of Wormkin will likely bring a party into contact with the following food item:

Undermaw meat. 

Humanoids that consume the Undermaw's flesh ten or fewer days after it has been removed from Quajath must make a DC 15 Constitution saving throw or become Wormkin 1d6 hours later as black veins begin to spread across their body. Characters who become Wormkin might become NPCs at the DM's discretion. A greater restoration spell or similar magic removes all Wormkin features from a creature, restoring it to its original state. Wormkin gain the following features:

Alignment. The creatures alignment becomes chaotic neutral.

Connected to Quajath. No matter where the creature is, Quajath can read the creatures every thought and memory and can speak with the creature telepathically. Quajath can access the creature's senses and perceive what the creature perceives. As a bonus action Quajath can take direct control of the creature, choosing the actions, bonus action, reactions and movement of the creature until Quajath ends this control as a bonus action.

Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.

Regeneration. If the creature has at least 1 hit point, it regains 5 hit points at the start of its turn.

Previous Versions

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Monster Tags: humanoidHuman

Habitat: ArcticMountainUrban

The_Mighty_Thanquol

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