Annelidists keep colonies of mysterious worms inside their bodies and must go to extreme lengths to nurture them. Their very existence scares and unsettles most people, but their knowledge of biology and healing worms make annelidists healers, bone-setters and doctors without peer.
Many annelidists roam the lands and long roads as travelling merhcnats, acting as healers or selling medicine to the needy. Their travels allow them to journey to new places where they may encounter new species of annelid. A horror show awaits the unwary bandit who tries to prey upon an annelidist carrying writhing, hungry, combat-ready annelid in their entrails.
To further their goals and form their own society, annelidists sometimes form local communities together, secluded compounds of rest and research called Nests. Traveling annelidists often seek out and join local nests for local information, annelid research, companionship, and goods for trade.
HD: D6 (In addition, annelidists gain bonus HP for high CON like fighters)
Fights As: Cleric
Save As: Cleric
Advancement: As Magic-User
Armor: Up to chainmail, any shield
Flaming Oil: Yes
Prime Requisite: Constitution
All annelidists begin play with Rejuvenation Worms and one randomly selected annelid from the list below. Each time the character levels up, they gain an additional randomly selected annelid. If duplicates are rolled, reroll. Usually these new annelids can be assumed to have been discovered during downtime, but in some cases - such as when a host loses one of his annelids for some reason - the GM may require the player to hexcrawl around some godless, miasmal swamp looking for a replacement.
Annelids often require specific diets to sustain them. This is a narrative thing, and if you GM asks you if spent 3 copper to buy fresh fruit, you can tell them that I said they should go fuck themselves. Some annelids have stricter diet restrictions, but really the whole thing should only come up if you, like, get thrown in prison or something.
Annelids are pretty much super magical, and can be detected using detect magic. However, they are also adaptable to nearby magical dweomers, so any natural attack made using an annelid - such as the mouth creeper or talonfang bugs - gain a bonus to-hit and damage equal to that of the most powerful magic weapon within 30'.
Annelidists can advance as high as the tenth level.
When first implanted, rejuvenation worms quickly swim through the host's body, mending the broken flesh and bone of the host when damage is taken. They use their own bodies to heal the host, sacrificing themselves in the process, by anchoring themselves to clamp shut wounds, support broken bones, and quell bleeding. Each day the host may regenerate a number of times equal to their level, each time healing d6 HP, plus their CON bonus to HP, if applicable. This does not require an action, but can only be done once per round. Rejuvenation worms can be used to heal others, which does take an action, as it requires the host to make a small incision in their body and press it against the wound of whomever they wish to heal.
Food: The host must eat rotten meat at least once a week. If this deadline is not met, the number of dice of regeneration available to the host is halved. After two weeks without food, the rejuvenation worms die.
RANDOM ANNELID TABLE (d20)
The demon-of-battle annelid remains the most powerful and the most horrifying example of what annelids can do to the human body. Though not truly intelligent, it can use its host's sense, and when it detects physical danger to its host, it will attempt to activate. An annelidist may attempt to stop this transformation by rolling equal to or less than their CON on a d20.
When the demon-of-battle takes over the hosts body, it begins by launching a pair of antennae outwards through the skull of the host, and then sets about transforming its host's body, turning him into a half-human/half insect mishmash of parts. It is impossible to disguise these changes, as the hosts limbs distend and his flesh split around newly grown plates of chitin. This form has a number of effects:
- The host gains +2 to STR, DEX and CON
- Armor plates form over the body, likely destroying clothing and armor, but granting AC 5. This improves by one point at level 2, and ever other level thereafter, granting AC 0 at level 10.
- Pincers, blades, claws and spikes:: Deal d6 damage in melee and can be used to attack twice per round.
- Vomit Acid: May vomit acid at a range of 15', which deals d6 damage each round until an uneven number is rolled, or the victim spends a round wiping it off.
This process is so intense that some annelidists are completely subdued by the will of the annelid, their personalities and identity swatted aside for the needs and desires of the demon-of-battle. Each time the demon-of-battle is used, the host must make a saving throw against spells or become thus consumed. At that point, the demon-of-battle will use the host's body to attack any living thing that might conceivable pose a threat to it, including previous allies and friends.
Food: Normal food, but requires the host to eat twice as much food as normal
Blackwings are wide, flat insects over six feet in length. They spend most of their time in a small cocoon on the host's back. By spending a turn massaging it with a special sap from a particular tree that blackwings enjoy, the blackwing will emerge and unfurl itself.
Although the blackwing has a life span of a only a single day, the host may control them and use the blackwing to fly. It is not suited for carrying a passenger, so the host must drop any heavy objects to fly, and even then can only fly at his normal movement speed.
Annelidists are assumed to be fostering a number of dormant chrysalises, but implanting and allowing them to grow to full size requires a week of time
Food: Fresh fruit or vegetables.
3. BLOOD HULKER
Location: Muscular system
Blood hulkers are parasites which resemble muscle tissue. They cooperate closely with the existing muscles and take nourishment from the blood stream. When activated, they simple act as the surrounding muscle tissue acts, copying the muscle's behavior with far more force. At any time, the host may activate the blood hulkers, increasing their STR score by 4, while reducing their DEX by a similar amount. This effect lasts a number of rounds equal to the host's CON, and take an hour to recharge.
Chittinshells crawl inside the body and create a web of tough fibrous webbing throughout the hosts body. This grants the host an unarmored AC of 8, or increasing their AC by 1 point if they are wearing armor.
A lesser known side effect of the implantation of chittinshells is the webbing which the chittinshells produce inside the host's body. The host can vomit forth from their mouth the web spell a number of times equal to half their level, rounded down.
Food: Fresh fruit and vegetables every day. Another option is taking a secret drug called "kabusu" once a week. If either of these cannot be done and the host goes a full month without either, the chitin in the host's body softens as the worms weaken, and the host dies.
5. CORPSE PUPPETEER
The corpse puppeteer is a white spider about 4 inches long. It slips into the ear of a dead human or animal and works its way to the brain. From there, as it feeds on the brain it can exert a kind of control over the body, making it move as if alive.
With training, an annelidist can learn to control the corpse puppeteer, and thus the corpse it is feeding on, with remarkable accuracy. An annelidist can command the corpse puppeteer to climb out of his own ear and control a body of any natural biological creature, and make it act with its normal stats as per the Monster Manual. It can only make one attack per round, has no supernatural abilities of any kind, and has a its normal HP or d6/lvl of the host, whichever is lower.
Food: Once a week, the host must consume the brain of one human-sized animal, or 2-3 smaller animals.
6. CRIMSON POISONER
Location: Brain stem
The crimson poisoner attaches itself to the host's brain stem, after which it begins to create a pocket of fluid, converting bodily fluids into a deadly poison. This poison can be used in conjunction with any natural attack granted by other annelids, or with an unarmed strike (emitted through sweat glands in the hands or legs). If the attack lands, the victim must make saving throw against poison or suffer an additional d8 damage each round until the damage dice rolls a value higher than the level of the host, or an 8. The crimson poisoner can be used once per two levels of the host, rounded up.
Food: Earthworms found under rocks or in wet soil
7. EYE STALKER
Location: Head, hands, fingertips, etc
The eye stalker strain has the appearance of an eye attached to a muscle tipped with a talon. When placed on the host, they burrow into the location in which they were placed and attach themselves to the host's nervous system.
This has two major effects: The host can no longer be surprised, as they effectively have a dozen eyes located around their body. On top of that, the host can detach the eye stalker whenever they want and place it in a location. The eye will "record" all that it sees in that area. When it is retrieved and reattached to the central nervous system, the host can access all of the eye's visual memories.
8. HUNDRED-FACED WORM
This annelid is a flat, wide insect which can blend into its environment, and is worn over the hosts face like a mask, although it perfectly mimics its host's normal features. If an annelidist attaches it to the face of another person (presumably dead, asleep, or perhaps a willing participant), it will adopt the shape and features of that person's face perfectly. It can then be removed and worn by the host like a mask, perfectly duplicating the appearance of that person's face.
9. ITAMI STRAIN
Location: Nervous system
The itami strain is a swam of minuscule insects which ride in the host's nervous system, sealing away pain response when provoked. Since the sensation of pain in the host is almost completely lost, the annelidists never suffers penalties for fatigue or wounds, and does not fall unconscious even they fall below 0HP. If the host reaches -10HP, or remains at 0HP or below for longer than 5 minutes, death occurs.
The mindglower strain of annelid looks like a minuscule jellyfish floating through the air. They attach themselves to the host's fingertips, right near the nail, and burrow into the muscle. They can be released for a short amount of time, allowing them to gently float around an area at the host's command, providing a visible bluish light that can be seen at night or in dark places. The host can expend "charges", of which he has a number equal to his level, to cast the following spells: light, faerie fire, dancing lights, detect magic
11. SPINAL MITES
Location: Nervous system
Spinal mites attach themselves to the nervous system and greatly accelerate neurotransmission speed. This in turn increases the quickness and response time of the host's body.
To activate the spinal mites, the host must inhale a dose of powdered poppy nectar for one round. This causes the spinal mites to exrete a neurotoxin which speeds up reflexes; the DEX attribute of the host is increased by 4 points. This effect lasts for d6 rounds, plus one round per level. The neurotoxin is harmful, so as soon as the effect wears off, the host suffers 1 damage per round for a number of rounds equal to the number of rounds the spinal mites granted their bonus. Incidentilly, while the negative effects of the neurotoxin are in effect, the host automatically fails any saving throws versus poison.
12. DIGGER WASPS
Location: Any large area of skin on the body, usually the back. It normally cannot be hidden.
Digger wasps build a nest under the flesh of the host, causing swelling and distention as more and more wasps make their home in it. The host commands the wasps through bodily secreted pheromones and the wasps obey without question. When commanded to swarm out of the body, the hosts deal d4 damage to all enemies within 30', each round, until recalled. This damage increases to 2d4 at level 4, and 3d5 at level 8. No attack roll is required, although enemies which are immune to poison are unaffected.
The host uses a special mix of herbs to his stomach, then implants the dissolve annelid. The disolver increases the acidity of the stomach acid until it can dissolve even metal and stone. Once per day, the host may vomit forth a gout of acid which acts as a green slime.
Food: A special mix of nine herbs is required to strengthen the stomach. If this mixture is not available, the host cannot eat for fear of upsetting the acid levels in his stomach. On the plus side, starvation is unlikely, as after three days the acid levels will become to high anyway and kill the host.
Location: Digestive tract
This creature with the appearance of a giant centipede lurks just below the host's mouth area. When used by the host it lashes out of the host's mouth, biting its enemies and injecting paralytic poison into them. It can attack from the second row, and deals d4 damage. Any hit with the mouth chreeper which surpasses the target number by 5 points or more injects a paralytic poison identical to that of a ghoul. It can only inject this poison a number of times equal to half the host's level, rounded up.
Food: One pound of animal meat per day
15. MYNAH BUG
Any noise that the host hears, the mynah bug can perfectly duplicate. This effect can also be used to mimic the speech of someone whose voice has been heard. Normally this happens flawlessly. However, if trying to fool a suspicious opponent, the victim may make an INT check to detect the subterfuge.
Food: Located in the throat, it simply enjoys small morsels from its host's lunch. However, the mynah bug is delicate; very hot or very spicy food can injure it.
Talonfangs sense danger. When the host is attacked, they lash out and harden, granting biological claws, knives or other cutting edges to the host's body. These claws deal d6 damage. If rolled/selected a second time, the talonfang bugs can then be fired up to 30' away, and deal double damage the first time they are so fired in combat due to their surprising nature.
Food: 12 ounces of human or animal blood per week
The annelidist is unable to implant a new annelid at this time.
20: PLAYER CHOICE
Pick a gross insect that lives in your guts, you lucky guy!