Game Master companion / Monster
Running Dreadmaw
An armored worm heaves through loose earth, its great mouth breaking the surface beneath disturbed ground. Heavy plates and a low, dragging wake announce its bulk.
Prepare the scene
The ground lifts in a crooked line. Plates split the soil ahead, followed by a mouth rimmed with grit.
An armored worm heaves through loose earth, its great mouth breaking the surface beneath disturbed ground. Heavy plates and a low, dragging wake announce its bulk.
Establish the surroundings, each participant’s position, and what the party can perceive before resolving the encounter. Use the current core rules for surprise and turn order when combat begins.
Run the profile
Use the following source instructions for the encounter’s actions and effects.
Maw
Use: Basic attack · Maw: Might + supplemental d10 Wound (piercing), reach 10 feet.
Signature abilities
Effect - Signature: Burrow 20 feet through loose earth, not worked stone; must end a turn surfaced to attack. After a Damaging Hit, 1 Mana and Invoke versus Withstand + Vitality inflicts Hinder. Seize is a separate Action, not instant swallowing.
Counterplay
Counterplay: Stillness conceals location outside combat; rock floors block burrowing. A grabbed ally retains actions.
Relationship
Relationship: A major predator; juveniles would need separate lower-tier profiles.
Present the counterplay
Stillness conceals location outside combat; rock floors block burrowing. A grabbed ally retains actions.
Make the relevant behavior or environmental clues perceptible through the scene so the party can act on them.
Keep the mechanical profile nearby
Affinities: Vitality d6, Might d10, Agility d10, Intellect d6, Tact d6, Spirit d10.
Skill overrides: Evade d4, Block d8, Ward d6.
Resolve 30; Stamina 9; Mana 8. Movement 20 feet.
Player Book idea: Armored burrowing worm that senses vibration and immobilizes prey.