SFS Standard Rendworm Creature 3

A parasitic creature from the edge of the Pact Worlds, the rendworm has a sinuous, undulating body and fine quills that run in a frill down its back. Blue gray in color, it blends in with the frigid surroundings of its home territory, making it easy to overlook when setting up campsites. The short-lived creature needs a living host for its reproductive cycle and uses a chilling neurotoxin to paralyze, infect, and spread.

Elite Weak Rendworm Creature 3

Recall Knowledge DC 16 18 19 •
Aberration (Occultism)
Perception +9; lifesense (precise) 30 feet
Skills Acrobatics +9, Stealth +11
Str +1 Dex +4 Con +3 Int -4 Wis +1 Cha +0

AC 18
Fort +8
Ref +11
Will +6
HP 38
Immunities cold
Weaknesses fire 6

Speed 25 feet, burrow 20 feet
Melee [one-action] quill +10 (agilefinesse), Damage 1d8+2 piercing plus numbing toxin
Ranged [one-action] venom spit +10 (range increment 30 feet), Damage 1d6+2 poison plus numbing toxin
Infest [three-actions] The rendworm crawls into an orifice of a paralyzed or unconscious living creature with which it shares a space. The rendworm immediately dies and spreads itself through the creature's bloodstream, exposing it to rendworm infestation.
Numbing Toxin (coldpoison) Saving Throw DC 19 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 cold damage and slowed 1 (1 round); Stage 2 1d6 cold damage and slowed 2 (1 round); Stage 3 1d6 cold damage and paralyzed (1 round)
Rendworm Infestation (diseasevirulent) Saving Throw DC 19 Fortitude; Onset 1 day; Stage 1 stupefied 1 (1 day); Stage 2 clumsy 1 and stupefied 1 (1 day); Stage 3 target becomes a rendworm host

All Creatures in "Rendworm"

NameLevelSpoiler
Rendworm3

Rendworm

A parasitic creature from the edge of the Pact Worlds, the rendworm has a sinuous, undulating body and fine quills that run in a frill down its back. Blue gray in color, it blends in with the frigid surroundings of its home territory, making it easy to overlook when setting up campsites. The short-lived creature needs a living host for its reproductive cycle and uses a chilling neurotoxin to paralyze, infect, and spread.

Creating a Rendworm Host

When affected by the final stage of rendworm infestation, rendworm larvae develop within the infected creature, transforming it into a rendworm host and releasing chemicals that trigger recklessness and delirium. Rendworm hosts can be identified by the bumpy, blue, winding rash that spreads over the host's body and the noticeable movement of wriggling creatures under the skin—a condition colloquially called “thorny rime.”

You can turn an existing living creature into a rendworm host using the following steps.

Increase the creature's level by 1 and change its statistics as follows.
  • It gains the aberration trait.
  • The rendworm host gains resistance 5 to cold and weakness 5 to fire.

Rendworm Host Abilities

All rendworm hosts gain the following abilities.

Darkvision
Rendworm Eruption When a rendworm host is reduced to 0 Hit Points by anything other than fire damage, its body ruptures, spawning a number of rendworms equal to half its level, rounded down.
Self-Destructive Frenzy [free-action] Requirements The rendworm host isn't confused or already in a frenzy; Trigger The rendworm host takes damage; Effect The rendworm host gains the confused condition in a frenzy that lasts for 3 rounds. While confused, the rendworm host gains a +1 circumstance bonus to attack rolls, a +2 circumstance bonus to damage rolls, and a –2 circumstance penalty to AC. The rendworm host can't voluntarily stop this frenzy.