D20:Frost Worm Creature
[top]FROST WORM
Huge (Magical Beast (Cold)) CR 12 | ||
---|---|---|
HP 147, hd14d10+70 Initiative +4AC 18 (?2 size, +10 natural), touch 8, flat-fooded 18 Fort +14, Ref +9, Will +6 Speed 30 ft. (6 squares), burrow 10 ft. Spot , Listen | ||
Standard attacks BAB +14, Grapple +30 | ||
Attacks | ||
Full attack: Bite +21 melee (2d8+12 plus 1d8 cold) | ||
Special Attacks/Qualities | ||
Trill, cold, breath weapon | ||
Darkvision 60 ft., death throes, immunity to cold, low-light vision, vulnerability to fire | ||
Skills Hide +3*, Listen +5, Spot +5 | ||
Feats Alertness, Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus (bite) | ||
Str 26 Con 20 Dex 10 Int 2 Wis 11 Cha 11 | ||
Alignment Usually neutral, Environment Cold plains, Organisation Solitary |
A frost worm is about 40 feet long, 5 feet in diameter, and weighs about 8,000 pounds.
[top]COMBAT
Frost worms lurk under the snow, waiting for prey to come near.
They begin an attack with a trill and then set upon helpless prey with their bite.
Trill (Su): A frost worm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a DC 17 Will save or be stunned for as long as the worm trills and for 1d4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm?s trill for 24 hours. The effect?s caster level is 14th. The save DC is Charisma-based.
Cold (Ex): A frost worm?s body generates intense cold, causing opponents to take an extra 1d8 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits.
Breath Weapon (Su): 30-foot cone, once per hour, damage 15d6 cold, Reflex DC 22 half. Opponents held motionless by the frost worm?s trill get no saving throw. The save DC is Consitution-based.
Death Throes (Ex): When killed, a frost worm turns to ice and shatters in an explosion that deals 12d6 points of cold damage and 8d6 points of piercing damage to everything within 100 feet (Reflex half DC 22). The save DC is Consitution-based.
Skills: *A frost worm, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in its native environment.
System Reference Document -> List of Creatures (SRD)
They begin an attack with a trill and then set upon helpless prey with their bite.
Trill (Su): A frost worm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a DC 17 Will save or be stunned for as long as the worm trills and for 1d4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm?s trill for 24 hours. The effect?s caster level is 14th. The save DC is Charisma-based.
Cold (Ex): A frost worm?s body generates intense cold, causing opponents to take an extra 1d8 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits.
Breath Weapon (Su): 30-foot cone, once per hour, damage 15d6 cold, Reflex DC 22 half. Opponents held motionless by the frost worm?s trill get no saving throw. The save DC is Consitution-based.
Death Throes (Ex): When killed, a frost worm turns to ice and shatters in an explosion that deals 12d6 points of cold damage and 8d6 points of piercing damage to everything within 100 feet (Reflex half DC 22). The save DC is Consitution-based.
Skills: *A frost worm, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in its native environment.
System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Category: Cold Climate | Cold Subtype | CR12 | Creature | D20 | D20 Stat Block | Huge Size | LA- | Magical Beast Type | Neutral Alignment | Plains Terrain | SRD
Created by Last edited by , 10-23-2011 at 12:00 PM 0 Comments, 9,867 Views |
, 05-20-2007 at 09:05 AM
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