Death Worm
The reclusive death worm is much feared in the deserts, badlands, and steppes in which it dwells, for it brings to a battle multiple harrowing ways of inflicting death upon its foes—acid, lightning, poison, and its ravenous jaws. The creatures are remarkably good at hiding amid the sands and rocks of their favored terrain, and devilishly efficient at selecting foes that they can easily kill. This combination makes stories of these creatures hard to confirm, and in most urban centers, common wisdom is that the tales of death worms are fabrications—attempts to impress city folk or hallucinations born of too much drink.
A death worm is 15 feet long and weighs 1,200 pounds—although rumors of much larger death worms persist.
- HP
- 68 (8d10+24)
- AC
- 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, -1 size)
- Speed
- 20 ft., burrow 20 ft.
- Init
- +1
- Melee
- bite +11 (2d8+6 plus poison)
- Ranged
- electrical jolt +8 ranged touch (4d6 electricity)
- Space
- 10 ft.
- Reach
- 5 ft.
- BAB
- +8
- CMB
- +13
- CMD
- 24
- Fort
- +9
- Ref
- +7
- Will
- +4
- Defensive Abilities
- corrosive blood, venomous skin
- Racial Modifiers
- +16 Stealth in deserts or rocky areas
breath weapon (30-ft. line, 8d6 acid damage, Reflex DC 17 for half, usable every 1d4 rounds)
<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
Perception +11, Stealth -3 (+13 in deserts)
- Type
- Magical Beast
- Alignment
- N
- Size
- Large
- Environment
- warm deserts, plains, or hills
- Organization
- solitary
- Treasure
- none
- Senses
- darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +11
- Languages
- Terran
- Source
- Bestiary 2
-
Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Overrun (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
Loading references...