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Death Worm

CR 6.00 Magical Beast N Large HD 8
This large worm's body is muscular and scaly, its mouth a nightmare of row upon row of triangular teeth.

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)
Init
+1
Speed
20 ft., burrow 20 ft.
Fort
+9
Ref
+7
Will
+4
BAB
+8
CMB
+13
CMD
24
Melee
bite +11 (2d8+6 plus poison)
Ranged
electrical jolt +8 ranged touch (4d6 electricity)
Space
10 ft.
Reach
5 ft.
Defensive Abilities
corrosive blood, venomous skin
Racial Modifiers
+16 Stealth in deserts or rocky areas
str
18
+4
dex
13
+1
con
16
+3
int
3
-4
wis
11
+0
cha
5
-3

breath weapon (30-ft. line, 8d6 acid damage, Reflex DC 17 for half, usable every 1d4 rounds)

Universal Monster Rules

Breath Weapon (30-ft. line, 8d6 acid damage, Reflex DC 17 for half, usable every 1d4 rounds) Su from Universal Monster Rule
Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing creature's racial HD + the breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.
Poison (bite) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Special Abilities

Corrosive Blood from text
Venomous Skin from text

Feats, Traits & Items

Cleave from Feat

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.

Improved Overrun from Feat

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.

Calculated: +2 Maneuver Check Bonus
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Power Attack from Feat

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.

Perception +11, Stealth -3 (+13 in deserts)

Details
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
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
4 House/Core
  • Uses feat: Cleave (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Overrun (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
View references and cross-links for Death Worm

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