Circle: 11
Rarity: Rare
Found in:
Tags:
Masques:
Created at: 2026-02-16 22:50 by chris_allison;
Updated at: 2026-02-16 22:52
Greater wormskulls are not only larger,
standing eight to nine feet tall, but are also
more disgusting. Their limbs are writhing
collections of worms, the same worms that
give their skull a freshly skinned look. Within
these larger bunches of worms are smaller
worms and maggots that move freely about
what is loosely called a greater wormskull’s
“body”. Unlike more common, less powerful
wormskulls, the metal bits are collected and
fully formed into pieces of armor, stitched
together by the petrified bodies of worms.
These Horrors are never encountered
alone. They always have an entourage of
constructs, undead, and other Horrors to
carry out their machinations. Constructs
and undead made from the bodies of enemies
are a particular delight for these sadists. Forcing
these former opponents to serve and grovel before them.
Attributes
Constitution: 15: 1d12+2d6
Perception: 16: 1d12+1d8+1d6
Attacks
Unarmed: 26: 1d20+1d12+1d8+1d6 (26: 1d20+1d12+1d8+1d6)
Powers, Abilities and Spells
Corrupt Compromise (Standard vs. MysticDefense): 8: 2d6: For 1 Karma, the bloatform may suggest a course of action to a marked victim.
Displace (Standard)
Forge Construct (Standard): 26: 1d20+1d12+1d8+1d6
Immune to Fear (Free)
Harvest Energy (Free vs. SocialDefense): 25: 1d20+1d12+1d8+1d4: gains one Karma per success on a Harvest Energy test agains the victim’s Social Defense. If the harvested emotion is disgust, fear or pain, the horror gains an additional point of Karma, and gains a point even if the test is a failure.
Horror Mark (Standard vs. MysticDefense): 24: 1d20+1d12+1d10: As per standard power
Skin Shift (Standard vs. MysticDefense): 22: 1d20+1d10+1d8 (22: 1d20+1d10+1d8): Each success on the action test causes one wound and then does effect test damage with no armor reducing.
Spellcasting (Standard): 26: 1d20+1d12+1d8+1d6: Astral Spear, Shadow's Whisper, Blind, Debilitating Gloom, Step through Shadows, Recovery
Terror (Standard vs. MysticDefense): 22: 1d20+1d10+1d8
Animate Dead (Standard vs. MysticDefense): 26: 1d20+1d12+1d8+1d6
Disrupt Magic (Standard vs. Other): 26: 1d20+1d12+1d8+1d6
Talents
Tactics 25 (1d20+1d12+1d8+1d4)
Special Maneuvers
Maggot Assault [Wormskull, Unarmed]: Spend two additional successes on attack test to cover victim in worms and maggots. Target is harried until the end of their next turn.
Rupture Magic [Wormskull]: The greater wormskull may spend two additional successes on a test targeting the victim’s Mystic Defense to use Disrupt Magic against them as a Free action.
Corrupting Wound [Wormskull, Unarmed]: The greater wormskull may spend two additional successes on an Attack test that uses the Maggot Assault special maneuver, causing the maggots and worms to crawl inside the victim. If the attack causes a Wound, it becomes corrupted and the next healing effect on the victim within 10 minutes causes damage instead.