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| Novablast Wurm by Michael Komarck. |
Implementing Wurms into your game is all about making them the more primal, land-bound counterparts to dragons. Both creatures share a similar niche: they are giant, impossibly powerful monsters. However, here are some key points:
- Wurm are likely to grow larger than most dragons.
- Wurms usually have a burrow speed, as they never fly. The dragon may rule the air but the big bad Wurm? He's the king of the surface and underground.
- Dragons become more intelligent and cast spells the older they get. Wurms? Not so much. They only grow bigger, meaner and tougher. Fitting with the themes of Green in MTG, where a Dragon gain spells a Wurm gains an even stronger resistance to magic until it just bounce off it's armor-plated body.
- Some Wurm are blind. Doesn't really matter, as they can hunt by smell and vibration.
- Rather than a breath weapon (barring some exceptions), a Wurm would have the ability to roar and creating shockwaves or create earthquakes. This is it's more primal, simpler equivalent to the dragon's breath.
So what's the take on all this? Simple: think more wild animal or kaiju and less magnificent dragon. The Wurm is a Green creature, a monster of the earthy soil and primal forests.
Here's my quick attempt at putting together some Wurm stats in Basic Fantasy:
Armor Class:
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18
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No. Of Attacks:
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1 Bite and 1 Tail
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Movement
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80’ Burrow, 60’
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Save As:
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Fighter of HD
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Morale
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9
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Treasure Type:
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H
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Wurm Age Table
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Age Category:
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1
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2
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3
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4
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5
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6
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7
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Hit Dice:
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4
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6
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8
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10
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12
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14
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16
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Attack Bonus:
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+4
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+5
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+6
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+7
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+8
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+9
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+9
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Damage Reduction:
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1
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2
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2
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2
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3
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3
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4
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Bite:
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3d4
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3d6
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3d8
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3d8
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3d10
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3d10
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3d10
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Tail:
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1d8
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1d10
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1d10
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1d10
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2d6
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2d6
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2d6
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Save vs Magic**:
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+4
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+4
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+4
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+5
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+6
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+7
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+8
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