Mire Worm

MIRE WORM

Tier 2 Solo
A giant centipede with hundreds of reaching arms and rows of teeth in its bisected belly maw
Motives & Tactics: Drown trespassers, grapple, feed

Difficulty: 16 | Thresholds: 14/26 | HP: 9 | Stress: 6
ATK: +3 | Claws: Very Close | 2d12+8 phy
Experience: Many Hands +3

FEATURES

Relentless (2) - Passive: The Mire Worm can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Swamp Dweller - Passive: The Mire Worm is not impeded by deep water and can breathe underwater.

Watery Retreat - Passive: If the Mire Worm moves to a point that is underwater, all creatures it has Restrained start to drown unless they can breathe underwater or don't require air. Any creature that is drowning has a Drowning Countdown (4). When the countdown triggers, the drowning creature makes a Death Move.

Entangling Assault - Action: Mark a Stress to make an attack against all targets within Very Close range. Targets the Mire Worm succeeds against take 2d10+4 physical damage and are Restrained until they break free with a successful Strength or Finesse roll.

Flesh Prison - Action: Make a standard attack with advantage against a target the Mire Worm has Restrained. On a success, the attack deals direct damage and the target is forced into the Mire Worm's belly maw. A target Restrained in this way must spend a Hope or mark 1 HP to make an action roll and can make a Strength Roll to break free.

Body Blow - Reaction: If the Mire Worm marks HP from an attack, spend a Fear to throw a creature Restrained by the Mire Worm at the attacker. The attacker must make an Agility Reaction Roll (17). On a failure, both the attacker and the creature take 2d10 physical damage. On a success, only the creature takes the damage. The creature thrown by the Mire Worm is no longer Restrained.

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