Quiverlings

(Encounter Level: 7 - 9)

Monster Type

Mutant

Strength

3d6

Hitpoints

8d10 (average: 44)

Intelligence

2d6

Alignment

Satanic

Wisdom

2d6

Attacks

1/1

Faith

4d6

Parries

1/1

Dexterity

3d6

BatCh

15

Constitution

4d6

Base AC

4

Charisma

1

Movement (Run)

8//

Comeliness

1

Movement (Fly)

-

Sense Presence

10//

Movement (Swim)

1//

Lowlight/Infravision

0 / 10 //

Movement (Burrow)

3//

Detect Motion Vectors

 -

Spirit Points

4d6 + 8d6 (average: 42)

Number per encounter

1 to 3

Empathic Rating

20%

Frequency

Uncommon

Empathic Resistance

35%

Size Class

5

 

Base Saving Throws

 

Save vs. Poison

12

Save vs. Death Magic

12

Save vs. System Shock

10

Save vs. Magical Weapon

12

Save vs. Spiritual Power

14

Save vs. Area Effect

10

Save vs. Sleep/Charm

14

Attacks/Defenses: Bite: 1d12. On a Critical Success, it grabs the victim’s head and starts slowly swallowing them. Escape is possible through a successful Endurance Check.

Summon Whirlwind: Costs 10 SP as Intensity: 4 innate ability

Summon Class A Demon: Costs 20 SP

Summon Class B Demon: Costs 30 SP

Blindness: Costs 10 SP. Blinds a victim for 1 turn. Save vs. Spiritual Power negates

Terror: Costs 12 SP. Makes a victim run in terror for 1 turn. Save vs. Spiritual Power negates.

Harm Other: Costs 8 SP. Range of 100-feet. Deals 2d6 damage. Save vs. Spiritual Power for half damage.

Immunities: Cold damage

Weaknesses: Fire does double damage.

Regenerates: 1d10 hitpoints per hour. Severed segments (1 segment per hitdice) will grow into full-size worms at a rate of 1d10 hitpoints per hour unless burned. Fire deals normal damage.

Description: Quiverlings are man-sized worms that hunger for living flesh. These beasts are about 8-feet long, grayish in colour, and have a huge, toothy maw that can swallow prey whole. They have no eyes or other features aside from their hungry mouth. These evil beasts can cast spells and many believe that they are the product of evil magical experiments or Demons.