I have been going through Age of Worms, a 3.5 adventure path since April. We started under the September play test rules and converted as the starter set and PHB came out. I have been converting monsters to 5e that entire time. Thank goodness the Monster Manual is finally out. So the party is finally getting to their first encounter with the Spawn of Kyuss. I have converted it to 5e from the adventure path document. I think I have got everything converted over in a way that properly reflects the 5e way of doing things. Several traits are taken from other entries in the MM.
I would appreciate anyone who has the Age of Worms adventure path or the 3.5 Monster Manual II to comment on this conversion, particularly those who have experience running the AP. Specifically I am looking for if you think I got anything really wrong, or you think it would be better to do it differently.
I did try very hard to not plagiarize the entry, but there was not really a way to do the Create Spawn entry differently. So apologies from an IP perspective. I hope that does not create any issues by posting it here. Without further ado, here is the entry.
Spawn of Kyuss
Medium undead, chaotic evil
Armor Class 11 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 14 (+2) 6 (-2) 11 (+0) 15 (+2)
Saving Throws Con +2, Wis +2
Skills Perception +2, Stealth +1
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities charmed, frightened, paralyzed, poisoned, stunned
Senses Darkvision 60 ft., passive Perception 12
Languages Common
Challenge 3 (700 XP)
Regeneration. The spawn regains 10 hit points at the start of its turn if it has at least 1 hit point. If the spawn takes radiant damage, this trait doesn’t function at the start of the spawn’s next turn.
Turn Resistance. The spawn has advantage on saving throws against any effect that turns undead.
Curative Transformation. Remove curse or remove disease or more powerful effects that duplicate these effects remove the spawn's Regeneration, Turn Resistance, Horrific Appearance, Create Spawn, Kyuss Gift, Kyuss Worm, and all resistances and immunities except for poison and poisoned.
Create Spawn. If a spawn hits a creature with a Slam attack or Kyuss Worm attack, it transfers a Kyuss Worm to the creature. The worm is a tiny vermin with AC 10 and 1 hit point. During this time, the worm can be killed by normal damage or the touch of silver. On the spawn’s next turn, the worm burrows into the flesh of its target (creatures with natural armor +3 or more are immune), making its way toward the brain and causing 1 hit point of damage per round until it reaches the brain 1d4+1 rounds later. When inside a victim, the worm can be destroyed by remove curse or remove disease (or spells that duplicate these effects); dispel evil or neutralize poison delays its progress for 10d6 minutes. These spells affect multiple worms within the same victim. Worms cannot survive outside of a host for more than 1 round. A DC 20 Wisdom (Medicine) check extracts the worm and kills it.
Once the worm reaches the victim’s brain, it inflicts 1d2 points of temporary Intelligence damage per round until it is destroyed or the victim reaches 0 Intelligence, at which point the host dies and rises as a spawn of Kyuss 1d6+4 rounds later. Small, Medium, and Large creatures become spawn as described above; smaller creatures quickly putrefy rather than becoming spawn; larger creatures become normal zombies. Spawn (and spawned zombies) are not under the control of their parent but usually follow after whatever spawn created them.
Any creature that touches a spawn with an unarmed strike or other natural weapon is immediately attacked by 1d4 worms.
Actions
Multiattack.The spawn makes two attacks: either two Slam attacks or two Kyuss Worm attacks. It can use its Horrifying Appearance in place of an attack.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the target is a creature, a Kyuss worm is transferred to the creature.
Kyuss Worm. Ranged Weapon Attack: +7 to hit, range 10 ft./20 ft., one target. Hit: A Kyuss worm is transferred to the target.
Horrifying Appearance. Each non-undead creature within 40 feet of the spawn that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this spawn's Horrifying Visage for the next 24 hours.
EDIT: Moved Horrifying Appearance from a trait to an action after discussion with @Rune
EDIT: Removed Zombie Fortitude; Curative Transformation now strips all special stuff; Kyuss Gift now modeled after Mummy Rot; Thanks @Grazzt, @"the Jester;" and @Shroomy
EDIT: Thanks to @Grazzt for input on hp and attack damage.
EDIT: Changed to a CR3 creature.
I would appreciate anyone who has the Age of Worms adventure path or the 3.5 Monster Manual II to comment on this conversion, particularly those who have experience running the AP. Specifically I am looking for if you think I got anything really wrong, or you think it would be better to do it differently.
I did try very hard to not plagiarize the entry, but there was not really a way to do the Create Spawn entry differently. So apologies from an IP perspective. I hope that does not create any issues by posting it here. Without further ado, here is the entry.
Spawn of Kyuss
Medium undead, chaotic evil
Armor Class 11 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 14 (+2) 6 (-2) 11 (+0) 15 (+2)
Saving Throws Con +2, Wis +2
Skills Perception +2, Stealth +1
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities charmed, frightened, paralyzed, poisoned, stunned
Senses Darkvision 60 ft., passive Perception 12
Languages Common
Challenge 3 (700 XP)
Regeneration. The spawn regains 10 hit points at the start of its turn if it has at least 1 hit point. If the spawn takes radiant damage, this trait doesn’t function at the start of the spawn’s next turn.
Turn Resistance. The spawn has advantage on saving throws against any effect that turns undead.
Curative Transformation. Remove curse or remove disease or more powerful effects that duplicate these effects remove the spawn's Regeneration, Turn Resistance, Horrific Appearance, Create Spawn, Kyuss Gift, Kyuss Worm, and all resistances and immunities except for poison and poisoned.
Create Spawn. If a spawn hits a creature with a Slam attack or Kyuss Worm attack, it transfers a Kyuss Worm to the creature. The worm is a tiny vermin with AC 10 and 1 hit point. During this time, the worm can be killed by normal damage or the touch of silver. On the spawn’s next turn, the worm burrows into the flesh of its target (creatures with natural armor +3 or more are immune), making its way toward the brain and causing 1 hit point of damage per round until it reaches the brain 1d4+1 rounds later. When inside a victim, the worm can be destroyed by remove curse or remove disease (or spells that duplicate these effects); dispel evil or neutralize poison delays its progress for 10d6 minutes. These spells affect multiple worms within the same victim. Worms cannot survive outside of a host for more than 1 round. A DC 20 Wisdom (Medicine) check extracts the worm and kills it.
Once the worm reaches the victim’s brain, it inflicts 1d2 points of temporary Intelligence damage per round until it is destroyed or the victim reaches 0 Intelligence, at which point the host dies and rises as a spawn of Kyuss 1d6+4 rounds later. Small, Medium, and Large creatures become spawn as described above; smaller creatures quickly putrefy rather than becoming spawn; larger creatures become normal zombies. Spawn (and spawned zombies) are not under the control of their parent but usually follow after whatever spawn created them.
Any creature that touches a spawn with an unarmed strike or other natural weapon is immediately attacked by 1d4 worms.
Actions
Multiattack.The spawn makes two attacks: either two Slam attacks or two Kyuss Worm attacks. It can use its Horrifying Appearance in place of an attack.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the target is a creature, a Kyuss worm is transferred to the creature.
Kyuss Worm. Ranged Weapon Attack: +7 to hit, range 10 ft./20 ft., one target. Hit: A Kyuss worm is transferred to the target.
Horrifying Appearance. Each non-undead creature within 40 feet of the spawn that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this spawn's Horrifying Visage for the next 24 hours.
EDIT: Moved Horrifying Appearance from a trait to an action after discussion with @Rune
EDIT: Removed Zombie Fortitude; Curative Transformation now strips all special stuff; Kyuss Gift now modeled after Mummy Rot; Thanks @Grazzt, @"the Jester;" and @Shroomy
EDIT: Thanks to @Grazzt for input on hp and attack damage.
EDIT: Changed to a CR3 creature.
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