Frost Worm, Variant (3.5e Monster)
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|Size/Type:||Huge Magical Beast|
|Hit Dice:||14d10+146 (223 hp)|
|Speed:||30 feet, burrow 40 ft.|
|Armor Class:||28 (+4 Dexterity, +16 Natural, -2 Size), touch 12, flat-footed 24|
|Attack:||Bite +22 melee (4d6+15 + 3d6 Cold + 1 Dexterity damage 20/x3)|
|Full Attack:||Bite +22 melee (4d6+15 + 3d6 Cold + 1 Dexterity damage 20/x3) and Slam +24 melee (3d8+5 + 3d6 Cold + 1 Dexterity damage 20/x3)|
|Space/Reach:||15 ft/20 ft|
|Special Attacks:||Augmented Natural Attack, Breath Weapon, Cold, Trill|
|Special Qualities:||Darkvision 60 ft., death throes, immunity to cold, Long Body, low-light vision, Tremorsight 500 feet, Tremorsense 1 Mile, vulnerability to fire, Walk Without Rhythm|
|Saves:||Fort +18, Ref +13, Will +7|
|Abilities:||Str 31, Dex 18, Con 28, Int 5, Wis 17, Cha 10|
|Skills:||Hide 14*, Listen +20|
|Feats:||Raw Toughness, Combat Reflexes, Improved Natural Attack (Bite), Improved Natural Attack (Slam), Improved Initiative|
|Advancement:||15–21 HD (Huge); 22–42 HD (Gargantuan)|
A frost worm is an extremely fearsome creature that lurk beneath ice plains, mountain and boreal forest. On average an adult frost worm is about 40 feet long, 5 feet in diameter, and weighs about 8,000 pounds. These creatures are fearsome hunter, who while clever, are very primal minded. A frost worm does not speak any languages.
A Frost Worm hunt with it blindsense and blinsight, it then attack isolated prey or disperse groups with it breath weapon. If a frost worm is heavily wounded it will usually retreat the snow and hibernate until it wounds are healed.
Augmented Natural Attack (Ex): A frost worm's bite and slam has a critical threat of 20/x3.
Cold (Su): A frost worm’s body generates intense cold, causing opponents to take an extra 3d6 points of cold damage and 1 point of Dexterity damage every time the creature succeeds on a natural attack. Creatures attacking a frost worm unarmed or with natural weapons take this same damage each time one of their attacks hits. A creature that do not take cold damage do not take the Dexterity damage.
Breath Weapon (Su): A frost worm possess a powerful cold breath weapon, a 60-foot cone dealing 15d6 cold with a Reflex DC 26 for half damage. Opponents held motionless by the frost worm’s trill get no saving throw. The save DC is Constitution-based. Once used the Frost Worm's breath weapon cannot be used again for 5 rounds.
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 26). The save DC is Constitution-based.
Long Body (Ex): A Frost Worm possess the reach of a tall creature one size category larger than itself.
Trill (Su): ' As a move action, 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.
Walk Without Rhythm (Ex): A Frost Worm hunt using it incredible blindsense and blindsight, however it require proper patterns to detect a prey. If a creature deliberately walk without rhythm, which involve moving at half speed, it is not 'visible' to the worm's blindsense or blindsight.