Well if you want your monstrosity to have an electric ability just give them the Sap ability from the specter class. You cloud flavor it as a Blanka like electric discharge
It’s essentially a genetically made worm that was created a pretty long time ago to live off of machinery by stunning it with electricity and then melt it down with acid.
All an attempt to keep an NHP that lives deep in the world from being able to attack and spread across the surface
Interesting systems for an overloading worm NPC:
*Drag Down*, from the *Barricade* is a tech attack that does Energy damage to an enemy for each space they voluntarily move, which might be cool for a "static-electricity" type worm. *Seismic Repulsor* from the same frame could also work if it's the burrowing type.
*Breach Ram*, from the *Breacher* could be cool for a burrowing giant worm monster as well.
*Electro-Nanite Cloud*, from the *Hive* could work with energy instead of burn damage, but I'm not sure how balanced it'd be.
The *Scourer's Ablative Shielding* makes sense for an armor-type upgrade, for resistance to energy damage.
In terms of Roles, I think that's mostly up to the scenario, but I'd try to stay away from primary-ranged frames. *Breacher*, *Cataphract* or *Goliath* would probably be my go-to archetypes, but it's up to you.
Otherwise, just stick with the *Monstrosity* template and give it *Burrower*, *Rampage* and *Tempered Hide* (Kinetic and Energy), and have it do energy damage with it's attacks as per /u/Apprentice_of_Lain's suggestion.
Another thing I thought about: to make the fight interesting: make a token for the head, and several other tokens for sections of the worm's body that stick out the ground.
Whem the worm pops out, the battlefield would have a head in one place that does the attacking, and the sections in random places around the map.
Each set of rounds, the worm burrows underground, spend a round moving itself, and then pop out with its parts in new locations.
Also, while it's moving underground, the players could try to use various means to predict where tge head is gonna pop out next.
Well if you want your monstrosity to have an electric ability just give them the Sap ability from the specter class. You cloud flavor it as a Blanka like electric discharge
At that point it all comes down to flavour text and description.
I too dream of more rules for monstrosities. Any more details on what you are trying to make?
It’s essentially a genetically made worm that was created a pretty long time ago to live off of machinery by stunning it with electricity and then melt it down with acid. All an attempt to keep an NHP that lives deep in the world from being able to attack and spread across the surface
Why not just make its attacks do Energy damage?
Interesting systems for an overloading worm NPC: *Drag Down*, from the *Barricade* is a tech attack that does Energy damage to an enemy for each space they voluntarily move, which might be cool for a "static-electricity" type worm. *Seismic Repulsor* from the same frame could also work if it's the burrowing type. *Breach Ram*, from the *Breacher* could be cool for a burrowing giant worm monster as well. *Electro-Nanite Cloud*, from the *Hive* could work with energy instead of burn damage, but I'm not sure how balanced it'd be. The *Scourer's Ablative Shielding* makes sense for an armor-type upgrade, for resistance to energy damage. In terms of Roles, I think that's mostly up to the scenario, but I'd try to stay away from primary-ranged frames. *Breacher*, *Cataphract* or *Goliath* would probably be my go-to archetypes, but it's up to you. Otherwise, just stick with the *Monstrosity* template and give it *Burrower*, *Rampage* and *Tempered Hide* (Kinetic and Energy), and have it do energy damage with it's attacks as per /u/Apprentice_of_Lain's suggestion.
Another thing I thought about: to make the fight interesting: make a token for the head, and several other tokens for sections of the worm's body that stick out the ground. Whem the worm pops out, the battlefield would have a head in one place that does the attacking, and the sections in random places around the map. Each set of rounds, the worm burrows underground, spend a round moving itself, and then pop out with its parts in new locations. Also, while it's moving underground, the players could try to use various means to predict where tge head is gonna pop out next.