Greater Wormskull In-Play View

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

    Dexterity: 9: 1d8+1d6
    Strength: 14: 2d12
    Constitution: 15: 1d12+2d6
    Perception: 16: 1d12+1d8+1d6
    Willpower: 14: 2d12
    Charisma: 9: 1d8+1d6
    Initiative: 11: 1d10+1d8
    Physical Defense: 21
    Mystic Defense: 25
    Social Defense: 18
    Physical Armor: 17
    Mystic Armor: 17
    Unconscious Rating: 122
    Death Rating: 137
    Wound Rating: 22
    Knockdown: 16
    Recovery Rolls: 5
    Karma: 36
    Movement: 12
    Actions: 3

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.



  • Please note that this work is a fan project based on Earthdawn which is copyrighted by FASA games.

    The Earthdawn Creatures project is available on GitHub under an MIT licence here: Earthdawn Creatures

    Developed by ToferC 2023