Kryx RPGThemesCreatures
Spawn of Kyuss

Spawn of Kyuss

Medium undead
Challenge
5

STR
3
DEX
0
CON
4
INT
−3
WIS
−2
CHA
−4

76
9d8+36
12
Fort
+5
Ref
+1
Will
+0
Damage immunities poison
Condition immunities diseased, exhausted, poisoned

Speed 5 m.
Skills Insight −2 (9), Perception −2 (9)
Senses darkvision 10 m.
Languages understands the languages it knew in life but can’t speak

Maneuvers. The spawn of kyuss uses maneuvers (maneuver save Difficulty 14). It has 14 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 its turn if it has at least 1 health and isn’t in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn’t function at the start of the spawn’s next turn. The spawn is destroyed 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 from the spawn of Kyuss at one humanoid that the spawn can see within 2 meters of it. The worm latches onto the target’s skin unless the target succeeds on a Difficulty 11 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 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. 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: +6 to hit, reach 1 m. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage.

Desert, Underdarkvgtm

Maneuvers

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can 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 succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to tear the creature’s tendon. Add one stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, 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.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

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.