Lekgolo Worm

Chris Van Deelen

No. Enc: 1d4 swarms (2d100 per swarm)
Alignment: Neutral
Movement: 120’ (30’)
AC: 8 (swarm) 4 (individual)
HD: 1 hit point per individual)
Attacks: 1 engulf or 1 bite.
Damage: 1d4 per 10 or 1 point per individual
Save: L12 per swarm or 1 per individual
Morale: N/A
Hoard Class: Incidental

 

Individually, these mutated vermin are not much of a threat. When they swarm, that is another story entirely. The only time these creatures will ever be encountered signally is when they are scouting, and if they can be killed before contacting the rest of the swarm, it could very well save lives.

These monsters are actively on the hunt for technology, specifically power sources, which they need in order to survive. They do not survive just on power alone, they do require sustenance from other sources, and can easily strip a corpse free of all organic material in a matter of a few seconds.

When the swarm attacks, it will try to overcome a target. The swarm will require a successful to-hit attack in order to begin feasting. Each round afterwards the swarm will require a successful grapple check in order to automatically inflict damage on the target. The swarm has a base Strength of 6 and increases by 1 per ten worms in the swarm (round to nearest). So a swarm with 120 members will have the Strength equivalent of 18.

The damage inflicted is based entirely upon the size of the swarm, inflicting 1d4 points 10 members (round to nearest). Using the same example as above, a swarm with 120 members will inflict 12d4 points of damage.

For the most part, unless there are power sources present, these creatures can be fairly easily avoided. Like many predators, these creatures hunt by tracking movement, and individuals can have an entire swarm pass over or around them as long as they remain perfectly still, or have discarded any source of power.

The creatures can sense power sources up to 500 feet away, and this will bring the swarm, as they seek to consume the power source and any meat which might be associated with it.

When they feed, a swarm will drain 1 hit point of energy per ten members, per round. The amount of hit points worth of energy a particular power source contains is listed below. When a swarm has absorbed at least 50 points of energy, they will spawn. This is simultaneous, and instead of mating, the creatures will split into identical clones of themselves, much the way a single cell organism will divide. The swarm will increase in size by 4d10 each time this happens. Once a swarm has hit 200 members, it will split into two swarms of 100 members. This ‘spawning’ will occur over 1d6 minutes, at which time the swarm will stop attacking, as all the energy required is going into splitting. It should be noted this only happens when the creatures consume energy, never when they consume flesh.

Lekgolog worm Hit Point per Power Source Table

Power Source

Total Hit Points

Power Cell

2

Power Pack

4

Power Clip

8

Power Beltpack

16

Power Backpack

30

Minifusion Cell

50

Plutonium Clip

100

Radioactive Battery

150

These creatures also are able to employ a bizarre form of metamorph, in which they can take the overall shape of anything they have recently consumed. They use this as a potential lure to bring prey in closer in order to feed.

When hunting, the creatures are able to launch themselves a great distance, even into the air. They can jump up to fifty feet in order to get at energy sources, and multiple swarms have been known to take down actual aircraft and other vehicles in the process! They are also capable of clinging to any surface, no matter the texture or consistency, and are fully capable of moving at their normal movement rate.

If they encounter meat, they inflict the same amount of damage as mentioned above, but they cannot use this to reproduce, only to slack their ever-constant hunger.

Mutations: Metamorph (modified), unique senses (detect power source), vampiric field (modified)

Source: Halo: Nightfall (2015)