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Mar 21st, 2018
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  1. Bloodworm
  2. At sites of great, bloody battles and other places where loss of life is staggering, the undead bloodworms emerge. Bloodworms form from the blood of the slain seeping into the dust and leeching necrotic Essence from corpses rotting below the surface. Bloodworms range from the size of an earthworm to that of a large snake, or even monstrously huge if they persist long enough. They range in color from dark red to black. With their leech-like mouths, they latch onto freshly dead bodies or the wounded living, sensing spilled blood from a mile away. When they’re hungry enough, they feed on healthy prey that crosses their paths too, all for the promise of blood.
  3.  
  4. Essence: 1; Willpower: 3; Join Battle: 4 dice
  5. Health Levels: −0/−1x2/−2x2/−4/Incap.
  6. Actions: Resist Disease/Poison: 4 dice; Senses: 4 dice; Stealth: 8 dice; Tracking: 5 dice (see Blood Scent) Resolve 1, Guile 4
  7. COMBAT
  8. Attack (Bite): 10 dice (Damage 12)
  9. Attack (Grapple): 9 dice (7 dice to control)
  10. Combat Movement: 5 dice
  11. Evasion 3, Parry 0
  12. Soak/Hardness: 3/0
  13.  
  14. SPECIAL ABILITIES
  15. Drain: A bloodworm attaches to its victim and drinks their blood. Add two automatic successes to attacks against grappled foes. If the victim has any lethal damage in her health track, a decisive savaging attack attaches the worm to the open wound, inflicting one additional lethal damage level, or two if the worm has at least twice its original health levels (see Storyteller Tactics). The worm’s mouth secretes a fluid that keeps blood flowing and numbs the skin; the victim loses one Initiative automatically each turn the grapple persists, and if the grapple gambit is unexpected, the victim suffers a −2 penalty to further attempts to notice the worm while it controls the grapple.
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