Segmented Exoskeleton. The World Eater is comprised of 15 different segments, each with their own individual hit points, armor classes, and actions. Each segment occupies a 30 ft. wide, 30 ft. tall, 45 ft. long space, conjoined to each other lengthwise. They each take their turns on the World Eater's turn in any order, and move at the same time, repeating the last movement of the segment in front of it. The World Eater cannot move backwards, as well as it's space cannot be moved through. As long as at least half (rounded up) of the segments remain in the ground, any segment can benefit from it's burrowing speed. If a segment dies, every segment after it is detached from the World Eater and becomes non-functional. A segment is considered exposed if it isn't attached to another segment on one end, and damage taken from that end ignores the specific resistances and immunities of the segment. The World Eater is also considered a magical structure rather than a creature. If the head is ever severed from the rest of the body, the World Eater dies.
Segment 1: Head. Hit points: 250, AC: 30, has resistance to all damage and immunity to nonmagical bludgeoning, piercing and slashing damage. Is not considered exposed from the front. Cannot move to a space adjacent to the last space it moved from (IE. it can only turn so quickly, and cannot move backwards). Whenever the front of the head moves into a space a creature occupies, the creature must make a DC 19 Dexterity saving throw. On a successful save, the creature immediately spends its movement speed to move out of the way of the head. If it does not have enough remaining movement speed, or on a failed save, the creature is grappled by the World Eater's head, and takes 6d10 slashing damage as the drills in it's mouth attempt to grind them to pieces. At the start of each of it's turn, a creature can make a DC 27 Strength (Athletics) or Dexterity (Acrobatics) check to escape the grapple, climbing out of the World Eater's mouth. On a failed check, the creature remains inside the World Eater's mouth, and takes 6d10 slashing damage at the start of the World Eater's turn. Can take the earth scorcher action.
Segment 2: Ether Processor. Hit Points: 250, AC: 30, Has resistance to all damage, and immunity to bludgeoning, piercing and slashing damage, and damage from spells. The World Eater has 100000 energy points. It loses 1 energy point for every ft. of movement it takes, and loses additional energy points whenever it takes any actions. If the Ether Processor is destroyed, it loses all it's energy points and becomes non-functional. Can take the reconstruction action.
Segments 3, 6, 9 & 12: Exhaust Vent. Hit Points: 400, AC: 26 - segment #/3. While above ground, can take the heat emission action. Resistance to nonmagical bludgeoning, piercing and slashing damage, as well as resistance to fire and cold damage.
Segments 4, 7, 10, & 13: Weapon Battery. Hit Points: 200, AC: 29 - (segment # - 1)/3. Resistance to bludgeoning, piercing and slashing damage, and damage from spells. Can take the barrage fire action and artillery action as many times as it likes without exceeding 8 heat points. If the segments heat points reach 24, it cannot take any actions.
Segments 5, 8, 11, & 14: Armored Connector. Hit Points: 300, AC 30, has resistance to all damage and immunity to nonmagical bludgeoning, piercing and slashing damage.
Segment 15: Tail. Hit Points: 150, AC 20, has resistance to all damage and immunity to nonmagical bludgeoning, piercing and slashing damage. Is not considered exposed from the back.
Artillery (10 energy points). The segment gains 4 heat points, and selects a point it can see within 150 ft. of it. Each creature in a 20 ft. radius of that point must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 27 (8d6) fire damage, or half as much on a success.
Barrage fire (25 energy points). The segment gains 2 heat point, and selects a point it can see within 300 ft. of it. Each creature in a 15 ft. cube centered on that point must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 16 (2d12 + 3) piercing damage, or half as much on a success.
Earth scorcher (10,000 energy points). Can only be used if the heat score of all weapon battery segments is 0, the World Eater's head is not underground, and if the World Eater has not moved yet this turn. The World Eater's movement speed is halved, it's head cannot go under the ground, and it cannot take any actions, as well as bright red light begins to radiate from it's mouth. At the start of it's next turn, it uses its action to expel unprecedented amounts of destructive energy at the terrain below. The heat score of all weapon battery segments is set to 24. Each creature in a 150 ft. cone from the head must make a DC 27 Constitution saving throw. On a failed save, they take 20d10 force damage, or half as much on a success. Until the start of the World Eater's next turn after that, whenever a creature enters that area for the first time on its turn, including when it starts its turn, it must repeat the saving throw.
Heat emission (40 energy points). Until the start of the World Eater's next turn, it's speed is reduced to 0, the segment's AC decreases by 5, and the segment loses it's resistance to bludgeoning, piercing, slashing, and fire damage, and gains immunity to cold damage. An adjacent weapon battery segment has it's heat score reduced to 0, and it cannot take any actions until the start of the World Eater's next turn. Each creature within 15 ft. of the segment must make a DC 19 Constitution saving throw, taking fire damage equal to the total reduction in heat score, or half as much on a success.
Reconstruction (5/day, 60 energy points). One segment recovers 50 hit points.
Description
The Blackwell Steel-Defender "World Eater" Mark I is an unfathomably gargantuan mechanical worm comprised of decades of compounded artificing. It spans over 200 meters (656 feet) in length, and houses enough destructive firepower to level entire districts in the span of mere hours. It was created with the use of an extremely powerful artificing tool given to renowned artificer and Eden Foundation contractor Sillovan Chalybus, originally intended to provide a means of eradicating any hostile factions in the district, but it was deemed far too energy-inefficient to be practical, and thus was never used against the residents of District 8. Following Sillovan's defection from the foundation, it lies dormant deep below the District, slumbering until it is ever called upon by Sillovan to enact his bidding, as long as it retains its non-replenishable energy supply.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/27/2026 12:41:40 AM
|
5
|
0
|
1.0
|
Coming Soon
|
Comments