
Campaign boss
Abyssal Worm
How to use this creature in practice
Scenario opponent with special rules
Before the encounter identify the boss’s active form and actual abilities. Deploy for dangerous affected areas and scenario conditions; this does not imply recruitment.
Watch for: A boss is not an ordinary recruitable stack. Price and available numbers cannot be inferred from similarly named lesser creatures.
Timing, specific abilities and the follow-up plan
Combat movement 20 and Initiative 60 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
- Devour: Abyssal Worm swallows a small enemy stack, preventing action and dealing 6,000 Might damage at each worm turn start. It cannot burrow while digesting; nearby small creatures are displaced when swallowing.
- Enrage: Below 35% health Abyssal Worm gains an extra action each round for the battle. It cannot be dispelled, changing the pace of the final phase.
- Might damage
- —
- Magic damage · Fire
- 2750–3250
- Might protection
- 73 %
- Magic protection
- 64 %
- Health
- 75000
- Initiative
- 60
- Combat movement
- 20
- Ranged reach
- —
- Morale
- 0
- Luck
- 0
- Reference growth
- —
Cost per creature: Cannot be recruited normally
A separate campaign boss. Values describe a reference profile; the mission, combat phase and settings can affect the encounter. It has no ordinary recruitment or price.
Abilities and limitations
Devour
Abyssal Worm swallows a small enemy stack, preventing action and dealing 6,000 Might damage at each worm turn start. It cannot burrow while digesting; nearby small creatures are displaced when swallowing.
Enrage
Below 35% health Abyssal Worm gains an extra action each round for the battle. It cannot be dispelled, changing the pace of the final phase.
Evasive
Abyssal Worm attempts to move away after a melee exchange. Recheck each following stack’s reach after the exchange resolves.
Lava Blood
A melee attacker hitting Abyssal Worm takes 1,000 Fire damage per round for three rounds. Include subsequent burning when estimating the cost of a hit.
Nimble
Abyssal Worm can shoot after moving. Its relocation does not necessarily mean the action can no longer deal damage.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
Boss immunities
The boss resists movement and initiative reduction, blindness, mind control and action-denial effects. A plan built solely on repeatedly disabling an ordinary stack does not carry over.