This creature is loosely based of the Call of Cthulhu creature of the same name. It is appropriate for any horror or fantasy horror settings such as Deadlands, Lankhmar, Rippers, or Weird Wars (Rome, One, Two, Tour of Darkness).
Sometimes when a powerful wizard dies, their body is consumed by the worms, maggots, and other crawling thingsthat they are buried with and those things that consume the body gain the knowledge and memories of that upon which they feast. While these beings can not speak, this doesn’t seem to cause any problems for them when they communicate with other abominations or when they cast spells, and they can write down instructions for their servants. While they can use weapons, but tend to prefer their natural abilities and spells to defend themselves.
At this point, they spend their time doing research and communing with other unnatural creatures while hiding themselves away from most of mankind. Unfortunately for mankind, their research tends to focus around finding new ways to cause pain, suffering, and fear in mankind.
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Intimidate d8, Notice d10, Spellcasting d12, Stealth d8
Pace: 6; Parry: 7; Toughness: 7;
- Engulf: A crawling one can as an action swarm over a medium-sized creature, with all of their component parts biting and stinging their victim. This takes a successful touch attack and does 2d4 damage. It also requires the victim to make a fear/guts check at -4. If anyone attacks the Crawling One while it has someone engulfed, the crawling one’s victim takes the full damage of the attack.
- Fear -2
- Spells: The general know six to eight spells with a mix of offensive and defensive spells.
- Swarm body: Parry +2; While they keep a vaguely humanoid shape, their bodies are made up of thousands of different crawling things. This means that cutting and piercing weapons do no real damage, but area of effect attacks work just fine.