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Star Beast, Wormwood

Wormwood CR 20

XP 76,800
CE Colossal dragon (star beast)
Init +4; Senses dragon senses; Perception +34
Aura befouling

DEFENSE

HP 465
EAC 35, KAC 37
Fort +23, Ref +23, Will +19
Defensive Abilities freedom of movement; DR 20/magic; Immunities cold, death magic, fire, mind-affecting effects, paralysis, sleep; SR 31

OFFENSE

Speed 40 ft., fly 200 ft. (average)
Melee tail +35 (11d10+32 B plus grab)
Multiattack bite +29 (8d6+32 P), 2 fins +29 (8d6+32 B), tail +29 (8d6+32 plus grab)
Space 30 ft.; Reach 30 ft. (35 ft. with bite)
Offensive Abilities constrict (tail, 8d6+32 B), shadow of death
Spell-Like Abilities (CL 25th)

6th (1/day)—gravitational singularity, regenerate, shadow walk, snuff life (DC 25)
5th (3/day)—call cosmos, dominate person (DC 24), greater synaptic pulse (DC 24)
4th (at will)—death ward, mind thrust (DC 23)

STATISTICS

Str +12, Dex +4, Con +9, Int +4, Wis +5, Cha +6
Skills Acrobatics +34, Intimidate +34, Mysticism +34, Stealth +34
Languages Aklo, Common, Draconic, Overcommon, Sylvan
Other Abilities starflight

SPECIAL ABILITIES

Befouling Aura (Su)

Wormwood is surrounded by an aura of necromantic energy that can render all drinkable liquids (including potions, elixirs, extracts, and mutagens) within 100 ft. contaminated and poisonous to drink. Magic liquids receive a DC 25 Fortitude save each round to resist this effect.

Befouled Liquid poison (ingested); save Fort DC 25; track Consitution; frequency 1/min. for 4 min.; effect nauseated for 1 min.; cure 2 consecutive saves.

Shadow of Death (Su)

Once every 1d6 rounds, Wormwood can extend its shadow as a standard action. Its shadow becomes as black as the void, except for two red glowing eyes, and covers a 120-ft. cone.

Those falling under the shadow take 25d6 cold damage. A DC 25 Fortitude save reduces this damage by half. Undead are not healed by this negative energy. The shadow is a necromancy death effect.

In addition, any creature who fails the initial save must make an additional DC 25 Fortitude save or have the water in its body turn into a deadly poison.

Poison Blood poison (contact, injury); save Fort DC 25; track Constitution, effect nauseated for 1 round; cure 2 consecutive saves.

Starflight (Su)

Wormwood can survive in the void of outer space. It flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes 3d20 hours, while a trip beyond normally takes 3d20 days (or more, at the GM’s discretion)— provided Wormwood knows the way to its destination.

ECOLOGY

Environment any vacuum
Organization solitary

Wormwood is an enormous creature with eyes that glow with the light of dying stars, scales like polished obsidian tombstones, and a shadow that appears to twist and writhe with a life of its own.

Wormwood is the most powerful of the star beasts. Its presence alone is enough to turn the element most necessary for life— water—into a deadly poison. Wormwood is haughty and sees all but the most powerful of creatures as no more than insects and vermin to be destroyed if they bother it. Its hoard is hidden within the decrepit, long-abandoned capital city of a dead world.

Wormwood is 120 ft. long and weighs 24,000 lb. Wormwood prefers to lair where death reigns supreme. The ruins of once-great civilizations, the remains of shattered planets, and hollowed-out hulks of spacecraft have all served as lairs at one time or another.

Source: It Came from the Stars Campaign Guide (Zombie Sky Press)

Section 15: Copyright Notice

Starjammer Core Rulebook – Starfinder Edition © 2017 Open Gaming LLC; Authors: Peter K. Ullmann, Kirby Flake, John Starjammer – Starfinder Compatible Edition © 2017 d20pfsrd.com Publishing; Authors: Peter K. Ullmann, Kirby Flake, John Reyst, Troy Daniels, Michael McNeill, Manuel A. Oaxaca, Allen Snyder, Michael Ritter; Conversion to Starfinder by Tyler Beck, Kim Frandsen, Michael Ritter, Peter K. Ullmann.