|
Medium-Size Aberration |
Hit Dice:
|
HD 23d8 + 49 (152 hp) |
Initiative:
|
+8 (+4 Dex, +4 Improved Initiative) |
Speed:
|
30 ft. |
AC:
|
47 (+4 Dex, +8 bracers, +3 ring, +2 amulet, +20 insight) |
Attacks:
|
+4 staff +15/+10 melee |
Damage:
|
+4 staff 1d6+4 |
Space/Reach:
|
5 ft./5 ft. |
Special Attacks:
|
Spell-like abilities, engulf, frightful presence |
Special Qualities:
|
Blindsight 300 ft., SR 36, discorporate, immunities |
Saves:
|
Fort +11, Ref +14, Will +17 |
Abilities:
|
Str 10, Dex 14 (18 with gloves), Con 13 (15 with Ioun stone), Int 20 (26 with headband), Wis 12, Cha 8 |
Skills:
|
Concentration +22, Craft (alchemy) +28, Listen +24, Knowledge (arcana, local, nature, religion) +28, Listen +21, Move Silently +24, Spellcraft +28 |
Feats:
|
Brew Potion, Combat Casting, Craft Staff, Craft Wondrous Item, Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Penetration, Toughness |
Epic Feats:
|
Improved Spell Capacity (10th), Improved Spell Capacity (11th) |
Climate/Terrain:
|
Any |
Organization:
|
Solitary |
Challenge Rating:
|
26 |
Treasure:
|
As character |
Alignment:
|
Any evil |
Advancement:
|
As character |
A worm that walks rarely speaks, although it retains
knowledge of all languages it knew in life, as well as any it has learned since.
Spells: A worm that walks can cast any
spells it could cast as a character. This sample worm was a 23rd-level
wizard (
spells per day: 4/12/6/6/6/5/5/5/5/4/1/1). The last spell slots are 10th-level and 11th-level slots, respectively, and are available for 0-9th level meta-magic
spells.
Spell-Like Abilities: 1/day-
animal growth (vermin),
animal messenger (vermin),
animal shapes (vermin),
animal trance (vermin),
colossal vermin (as
giant vermin, but it can increase the creature's size from Large to Gargantuan and from Huge to Colossal),
creeping doom, giant vermin, summon swarm (vermin),
summon vermin (as
summon nature's ally, except it summons 10 HD of vermin per level), and
vermin plague (as
insect plague).
Caster level 20th; save DC 9 +
spell level. The save DCs are Charisma-based.
Engulf (Ex): A worm that walks can choose to
engulf an opponent who is no more than one size category larger than itself. The worm attempts to embrace its victim, and with a successful melee touch attack, the victim is immediately swallowed up and surrounded by a mass of vermin, taking 100 points of
damage. A victim who spends a
full-round action can break free of the embrace and move up to half its
speed away from the worm if desired, but can do nothing else. Otherwise, each round a victim remains embraced, it takes another 100 points of
Damage. Constructs are immune to this attack.
Spells: The worm that walks can cast any
spells it could cast when a living character. It also gains several related abilities.
Frightful Presence (Su): When a worm that walks engulfs a victim, witnesses must make a Will save (DC 10 + 1/2 the worm's HD + the worm's Cha modifier). Those who make the save are shaken. Those who fail by 5 or fewer points are frightened. Those who fail by 6 to10 points are panicked. Those who fail by 11 or more points are cowering. All these
conditions last for 1d4 rounds. Those who have seen a worm use this attack before gain a +5 bonus on their
saving throws. The victim of the worm's
engulf attack has a -5 penalty on his or her
saving throw.
Discorporate (Ex): If gravely threatened, a worm can
discorporate as a
free action, simply
falling into a pile of individual vermin that slither quickly away. So long as any of the component vermin survive, they can breed and create a new body to house the
wizard's intelligence and personality. Discorporating is a dangerous tactic, because once separated, the vermin are treated no differently than other vermin. Also, the worm stands a good chance of losing all its equipment. However, discorporation almost assures that at least one maggot (if not dozens) will manage to crawl away, and so provide for the worm's continued existence.
Immunities (Ex): A worm that walks has no discernable anatomy, so it is not subject to critical hits or
flanking.
Possessions:
Scrolls of
fireball (10th-level caster), greater
teleport, acid fog, incendiary cloud, shapechange, wail of the banshee, clenched fist, horrid wilting, maze, summon monster IX;
potions of cure serious wounds, alter self, haste, fly. Other magic gear:
amulet of natural armor +2, bracers of armor +8, ring of protection +3, +4 staff,
rod of absorption, gloves of Dexterity +4, headband of intellect +6, pink Ioun stone, wings of flying.
Find topic in: Epic |
|
dragons SRD dnd Worm 3.5 Worm Epic Epic dungeons Worm Worm 3.5 Worm Walks 3.5 Worm roleplaying That dnd dungeons Monsters dragons wizards rpg dragons wizards wizards srd G-W dnd dnd Walks dragons dungeons 3.5 dnd dnd d20 d20 roleplaying Worm G-W dragons Walks |