Purple Worm: Init +0;
Atk bite +4 melee (2d12 plus swallow whole) or tail sting +2 melee (2d4 plus
venom); AC 14; HD 15d8+30; MV 20’ or burrow 20’; Act 1d24; SP sense vibrations
120’, swallow whole (2d12 per round, DC 7 Reflex negates), venomous sting (1d3
Stamina damage plus DC 12 Fort or 3d6 damage), crit 20-24; SV Fort +22, Ref -8,
Will +0; AL N.
Hatchling Purple
Worm: Init +2; Atk bite +0 melee (1d3); AC 16; HD 1d3+3; MV 10’ or
burrow 10’; Act 1d16; SP sense vibrations 120’; SV Fort +2, Ref +0, Will +0; AL
N.
Juvenile Purple
Worm: Init +1; Atk bite +4 melee (2d6) or tail sting +2 melee (2d3
plus venom); AC 13; HD 6d8+12; MV 20’ or burrow 20’; Act 1d20; SP sense
vibrations 120’, venomous sting (1d3 Stamina damage plus DC 12 Fort or 3d6
damage); SV Fort +12, Ref -4, Will +0; AL N.
These enormous predators resemble gigantic violet earthworms, but they are 1d3+3 x 10 feet long, with a cavernous maw at one end filled with sharp downward-pointing teeth and a poisonous sting at the other. They dwell deep underground, tunneling through the earth creating tunnels 1d4+5 feet in diameter. How purple worms normally sustain themselves is unknown, but they take any opportunity to add fresh meat to their diets.
These beings are blind, but can sense vibrations within 120 feet. A purple worm normally attacks with a bite, swallowing whole any opponent who fails a DC 7 Reflex save on a successful hit. Swallowed creatures are unable to act, taking 2d12 damage each round and being completely digested 1d12+6 turns after being swallowed (thus making recovering the body impossible).
A purple worm’s tail is equipped with a venomous sting, and it may make a free attack each round if approached from this direction. A thief may recover 1d6 doses of this venom with a successful Handle Poison check from a dead purple worm, and may make 1d3+2 checks before further attempts are useless.
Purple worms hatch from leathery eggs, at an average length of 1d3+3 feet long. A juvenile worm, 1d12+15 feet long, is too small to swallow living opponents whole, but its sting is developed enough to inject full-strength venom. Because slain juveniles allow 1d4 doses of venom each to be recovered with 1d3 Handle Poison checks, they are sometimes sought by adventurers and would-be assassins.
No comments:
Post a Comment