No. Enc.: 1d6 (2d6)
Movement: 120' (40'); Dig: 90' (30')
Armor Class: 6
Hit Dice: 8
Attacks: 1 (weapon or constriction)
Damage: per weapon/2d6
Hoard Class: XIV
Skwirm are worms that have developed a hive-like mind, joining together and working in sync to form a roughly humanoid shape with a human-like intelligence. Due to this metaconcert, Skwirm in their humanoid forms can also mentally communicate with each other. Skwirm are incapable of speech and are found in underground locations that are dark, cool, and damp. Skwirm often disguise themselves in robes or loose-fitting clothes and masks, hiding their true nature from outsiders.
Skwirm feel that the world is theirs to exploit as their true worm form far outnumber any other creatures on the planet. And because they feed on rotting, decaying plant and animal life, they feel that they are at the top of the food chain and, thus, are the true masters of the Mutant Future. When a Skwirm assembles itself, it has two worm-bundles within its "chest" which act as a dual cerebellum. Mental attacks must succeed twice to be effective against a Skwirm. Also, a Skwirm is coated with a thin dermal poison slime which does 2d6 points of damage to anyone who comes into contact with it. A Skwirm usually attacks using a weapon of some sort, although it can also form its "arms" into two 10'-long rope-like tendrils that can grasp and constrict a victim for 2d6 hit points of damage per round. Skwirm take half-damage from cutting and slicing weapons, as the blade slips easily between the various wriggling worms that make up its body. However a Skwirm takes double damage from heat- and cold-based attacks.
If a Skwirm feels threatened or is severely injured, it will collapse into a pile of individual worms which will then burrow into the earth using its hyperburrowing ability. Although separate, the worms still remain in contact with each other, and they will reform into its Skwirm form within one week, adding new worms to its "body" and effectively healing itself.
There are rumors of Skwirm made up entirely of Rot Grubs (MF rulebook, pg. 93), but this has not been confirmed.
Mutations: metaconcert, hyperburrowing, dermal poison slime, dual cerebellum
random city charts for chase/exploration - I wrote up these urban d20 charts a while ago, when I was in Venice and Florence. I based the street-exploration and roof-exploration charts on the sights ...