LordErebus12
2013-06-01, 03:47 AM
http://www.sandworm.com/sandworm.jpg
Sandworm
{TABLE]Size/Type:|Gargantuan Magical Beast
Hit Dice:|16d10+112 (192 hp)
Initiative:|-2
Speed:|10 ft (2 squares), burrow 60 ft
Armor Class:|19 (-4 size,-2 dex, +15 Natural Armor), touch 4, flat-footed 19
Base Attack/Grapple:|+16/+40
Attack:|Bite +24 melee (2d8+18)
Full Attack:|Bite +24 melee (2d8+18)
Space/Reach:|20ft/15ft
Special Attacks:|Crush (2d10+6), improved grab, swallow whole
Special Qualities:|Energy Resistance 20, Spice creation, tremorsense, vulnerability to electricity, vulnerability to water
Saves:|Fort +17, Ref +8, Will +4
Abilities:| Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Skills:|Climb +16, Search +4, Survival +5
Feats:|Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Power Attack, Snatch
Environment:|Desert
Organization:|Solitary
Challenge Rating:|---
Treasure:|None
Alignment:|Always Neutral
Advancement:|17-25 HD (Gargantuan); 25-34 HD (Colossal); 35+ HD (Colossal+)
Level Adjustment:|No No No (http://cdn.uproxx.com/wp-content/uploads/2012/12/grumpy-cat-22.jpg)
[/TABLE]
Combat
Sandworms attack with their tremendous bite. If this should fail, they can attack by rolling onto their opponents, crushing them.
Crush (Ex): A sandworm can attempt to crush its opponents by rolling on top of them. Opponents may make a Reflex save (DC 30) to jump out of the way. Anyone who fails the save is crushed and automatically takes 2d10+6 points of crushing damage.
Improved Grab (Ex): To use this ability, a sandworm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.
Spice Creation (Ex): A sandworm produces 1 pound per HD of melange per week. It leaves spice in its wake wherever it travels. Patches of melange occasionally work their way to the surface where they are easily harvested.
Swallow Whole (Ex): A sandworm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 5d8+32 points of crushing damage plus 8 points of fire damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17).
Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worm’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Tremorsense (Ex): Sandworms automatically sense the location of anything that is in contact with the ground and within 3,280 feet (1 kilometer), so long as it is touching and moving on the ground.
Although it senses many things at once, generally only rhythmic vibrations, such as from walking or running machinery, typically attract it. The larger something is, the more likely it will draw in a sandworm.
However, it will be effectively blind if a creature is stationary, or succeeds on a hide check (DC 25) to move in a staggered, broken and random method of movement.
Vulnerability to Electricity (Ex): While initially resistant to electricity, should the damage be severe enough to overcome the sandworm's resistance, the damage it deals is increased by +50%, even on a successful save.
Vulnerability to Water (Ex): Even small amounts of water are lethal to sandworms. A sandworm that comes in contact with water must succeed on a Fortitude Save (DC 30) to even survive the encounter. If it succeeds on its save, the sandworm takes 10d10 points of damage. If it takes 50 or more points of damage, it must make a 2nd Fortitude save (DC 30) or die from massive damage. A sandworm that is killed by water releases one dose of water of life.
The water of life is a poison until it can be properly refined and purified. Once purified, it becomes a potent mind altering drug.
Stunted Sandworm
Taken from the desert while very young, these stunted sandworms are much smaller than normal. They were repeatedly introduced to the tiniest portions of water while young, bringing their grown to a halt.
{TABLE]Size/Type:|Large Magical Beast
Hit Dice:|8d10+40 (80 hp)
Initiative:|-1
Speed:|5 ft (1 square), burrow 30 ft
Armor Class:|18 (-1 size,-1 dex, +10 Natural Armor), touch 8, flat-footed 18
Base Attack/Grapple:|+8/+20
Attack:|Bite +15 melee (1d8+12)
Full Attack:|Bite +15 melee (1d8+12)
Space/Reach:|10ft/5ft
Special Attacks:|improved grab, swallow whole
Special Qualities:|Electricity resistance 10, Spice creation, tremorsense, vulnerability to electricity, vulnerability to water
Saves:|Fort +11, Ref +5, Will +1
Abilities:| Str 26, Dex 8, Con 20, Int 1, Wis 8, Cha 8
Skills:|Climb +9, Search -1, Survival +5
Feats:|Cleave, Improved Bull Rush, Power Attack
Environment:|Desert or Underground
Organization:|Solitary
Challenge Rating:|---
Treasure:|None
Alignment:|Always Neutral
Advancement:|9+ HD (Large)
Level Adjustment:|No No No (http://cdn.uproxx.com/wp-content/uploads/2012/12/grumpy-cat-22.jpg)
[/TABLE]
Stunted Sandworms are more docile, generally shying from contact with other creatures. Should they become angered or cornered, they attack with their powerful bite.
Improved Grab (Ex): To use this ability, a sandworm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.
Spice Creation (Ex): A sandworm produces 1 pound per HD of melange per week. It leaves spice in its wake wherever it travels. Patches of melange occasionally work their way to the surface where they are easily harvested.
Swallow Whole (Ex): A sandworm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 4d8+8 points of crushing damage plus 8 points of fire damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15).
Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worm’s interior can hold 2 Medium, 8 Small, 32 Tiny, 128 Diminutive , or 512 Fine opponents.
Tremorsense (Ex): Sandworms automatically sense the location of anything that is in contact with the ground and within 3,280 feet (1 kilometer), so long as it is touching and moving on the ground.
Although it senses many things at once, generally only rhythmic vibrations, such as from walking or running machinery, typically attract it. The larger something is, the more likely it will draw in a sandworm.
However, it will be effectively blind if a creature is stationary, or succeeds on a hide check (DC 25) to move in a staggered, broken and random method of movement.
Vulnerability to Electricity (Ex): While initially resistant to electricity, should the damage be severe enough to overcome the sandworm's resistance, the damage it deals is increased by +50%, even on a successful save.
Vulnerability to Water (Ex): Even small amounts of water are lethal to sandworms. A sandworm that comes in contact with water must succeed on a Fortitude Save (DC 30) to even survive the encounter. If it succeeds on its save, the sandworm takes 10d10 points of damage. If it takes 50 or more points of damage, it must make a 2nd Fortitude save (DC 30) or die from massive damage. A sandworm that is killed by water releases one dose of water of life.
The water of life is a poison until it can be properly refined and purified. Once purified, it becomes a potent mind altering drug.
Shai Hulud
{TABLE]Size/Type:|Colossal+ Magical Beast
Hit Dice:|35d10+525 (595 hp)
Initiative:|-3
Speed:|20 ft (4 squares), burrow 90 ft
Armor Class:|24 (-16 size, -3 dex, +33 Natural Armor), touch -9 (wow), flat-footed 24
Base Attack/Grapple:|+35/+80
Attack:|Bite +44 melee (4d8+37)
Full Attack:|Bite +44 melee (4d8+37)
Space/Reach:|50ft/30ft
Special Attacks:|Crush (4d10+12), improved grab, swallow whole
Special Qualities:|Electricity resistance 30, Spice creation, tremorsense, vulnerability to electricity, vulnerability to water
Saves:|Fort +33, Ref +16, Will +10
Abilities:| Str 60, Dex 4, Con 35, Int 1, Wis 8, Cha 8
Skills:|Climb +33, Search +10, Survival +14
Feats:|Armor Skin (Epic; x3), Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack, Improved Overrun, Improved Power Attack, Power Attack, Snatch
Environment:|Desert
Organization:|Solitary
Challenge Rating:|---
Treasure:|None
Alignment:|Always Neutral
Advancement:|Colossal+ 35 or higher
Level Adjustment:|No No No (http://cdn.uproxx.com/wp-content/uploads/2012/12/grumpy-cat-22.jpg)
[/TABLE]
Combat
Sandworms attack with their tremendous bite. If this should fail, they can attack by rolling onto their opponents, crushing them.
Crush (Ex): A sandworm can attempt to crush its opponents by rolling on top of them. Opponents may make a Reflex save (DC 35) to jump out of the way. Anyone who fails the save is crushed and automatically takes 4d10+12 points of crushing damage.
Improved Grab (Ex): To use this ability, a sandworm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.
Improved Spice Creation (Ex): A sandworm produces 1 pound per HD of melange per week. It leaves spice in its wake wherever it travels. Patches of melange occasionally work their way to the surface where they are easily harvested.
Swallow Whole (Ex): A sandworm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 7d8+25 points of crushing damage plus 16 points of fire damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a slashing or piercing weapon to deal 5 points of damage to the gizzard (AC 26).
Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Colossal worm’s interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller opponents.
Tremorsense (Ex): Sandworms automatically sense the location of anything that is in contact with the ground and within 3,280 feet (1 kilometer), so long as it is touching and moving on the ground.
Although it senses many things at once, generally only rhythmic vibrations, such as from walking or running machinery, typically attract it. The larger something is, the more likely it will draw in a sandworm.
However, it will be effectively blind if a creature is stationary, or succeeds on a hide check (DC 25) to move in a staggered, broken and random method of movement.
Vulnerability to Electricity (Ex): While initially resistant to electricity, should the damage be severe enough to overcome the sandworm's resistance, the damage it deals is increased by +50%, even on a successful save.
Vulnerability to Water (Ex): Even small amounts of water are lethal to sandworms. A sandworm that comes in contact with water must succeed on a Fortitude Save (DC 30) to even survive the encounter. If it succeeds on its save, the sandworm takes 10d10 points of damage. If it takes 50 or more points of damage, it must make a 2nd Fortitude save (DC 30) or die from massive damage. A sandworm that is killed by water releases one dose of water of life.
The water of life is a poison until it can be properly refined and purified. Once purified, it becomes a potent mind altering drug.
Sandworm
{TABLE]Size/Type:|Gargantuan Magical Beast
Hit Dice:|16d10+112 (192 hp)
Initiative:|-2
Speed:|10 ft (2 squares), burrow 60 ft
Armor Class:|19 (-4 size,-2 dex, +15 Natural Armor), touch 4, flat-footed 19
Base Attack/Grapple:|+16/+40
Attack:|Bite +24 melee (2d8+18)
Full Attack:|Bite +24 melee (2d8+18)
Space/Reach:|20ft/15ft
Special Attacks:|Crush (2d10+6), improved grab, swallow whole
Special Qualities:|Energy Resistance 20, Spice creation, tremorsense, vulnerability to electricity, vulnerability to water
Saves:|Fort +17, Ref +8, Will +4
Abilities:| Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Skills:|Climb +16, Search +4, Survival +5
Feats:|Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Power Attack, Snatch
Environment:|Desert
Organization:|Solitary
Challenge Rating:|---
Treasure:|None
Alignment:|Always Neutral
Advancement:|17-25 HD (Gargantuan); 25-34 HD (Colossal); 35+ HD (Colossal+)
Level Adjustment:|No No No (http://cdn.uproxx.com/wp-content/uploads/2012/12/grumpy-cat-22.jpg)
[/TABLE]
Combat
Sandworms attack with their tremendous bite. If this should fail, they can attack by rolling onto their opponents, crushing them.
Crush (Ex): A sandworm can attempt to crush its opponents by rolling on top of them. Opponents may make a Reflex save (DC 30) to jump out of the way. Anyone who fails the save is crushed and automatically takes 2d10+6 points of crushing damage.
Improved Grab (Ex): To use this ability, a sandworm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.
Spice Creation (Ex): A sandworm produces 1 pound per HD of melange per week. It leaves spice in its wake wherever it travels. Patches of melange occasionally work their way to the surface where they are easily harvested.
Swallow Whole (Ex): A sandworm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 5d8+32 points of crushing damage plus 8 points of fire damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17).
Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worm’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Tremorsense (Ex): Sandworms automatically sense the location of anything that is in contact with the ground and within 3,280 feet (1 kilometer), so long as it is touching and moving on the ground.
Although it senses many things at once, generally only rhythmic vibrations, such as from walking or running machinery, typically attract it. The larger something is, the more likely it will draw in a sandworm.
However, it will be effectively blind if a creature is stationary, or succeeds on a hide check (DC 25) to move in a staggered, broken and random method of movement.
Vulnerability to Electricity (Ex): While initially resistant to electricity, should the damage be severe enough to overcome the sandworm's resistance, the damage it deals is increased by +50%, even on a successful save.
Vulnerability to Water (Ex): Even small amounts of water are lethal to sandworms. A sandworm that comes in contact with water must succeed on a Fortitude Save (DC 30) to even survive the encounter. If it succeeds on its save, the sandworm takes 10d10 points of damage. If it takes 50 or more points of damage, it must make a 2nd Fortitude save (DC 30) or die from massive damage. A sandworm that is killed by water releases one dose of water of life.
The water of life is a poison until it can be properly refined and purified. Once purified, it becomes a potent mind altering drug.
Stunted Sandworm
Taken from the desert while very young, these stunted sandworms are much smaller than normal. They were repeatedly introduced to the tiniest portions of water while young, bringing their grown to a halt.
{TABLE]Size/Type:|Large Magical Beast
Hit Dice:|8d10+40 (80 hp)
Initiative:|-1
Speed:|5 ft (1 square), burrow 30 ft
Armor Class:|18 (-1 size,-1 dex, +10 Natural Armor), touch 8, flat-footed 18
Base Attack/Grapple:|+8/+20
Attack:|Bite +15 melee (1d8+12)
Full Attack:|Bite +15 melee (1d8+12)
Space/Reach:|10ft/5ft
Special Attacks:|improved grab, swallow whole
Special Qualities:|Electricity resistance 10, Spice creation, tremorsense, vulnerability to electricity, vulnerability to water
Saves:|Fort +11, Ref +5, Will +1
Abilities:| Str 26, Dex 8, Con 20, Int 1, Wis 8, Cha 8
Skills:|Climb +9, Search -1, Survival +5
Feats:|Cleave, Improved Bull Rush, Power Attack
Environment:|Desert or Underground
Organization:|Solitary
Challenge Rating:|---
Treasure:|None
Alignment:|Always Neutral
Advancement:|9+ HD (Large)
Level Adjustment:|No No No (http://cdn.uproxx.com/wp-content/uploads/2012/12/grumpy-cat-22.jpg)
[/TABLE]
Stunted Sandworms are more docile, generally shying from contact with other creatures. Should they become angered or cornered, they attack with their powerful bite.
Improved Grab (Ex): To use this ability, a sandworm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.
Spice Creation (Ex): A sandworm produces 1 pound per HD of melange per week. It leaves spice in its wake wherever it travels. Patches of melange occasionally work their way to the surface where they are easily harvested.
Swallow Whole (Ex): A sandworm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 4d8+8 points of crushing damage plus 8 points of fire damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15).
Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worm’s interior can hold 2 Medium, 8 Small, 32 Tiny, 128 Diminutive , or 512 Fine opponents.
Tremorsense (Ex): Sandworms automatically sense the location of anything that is in contact with the ground and within 3,280 feet (1 kilometer), so long as it is touching and moving on the ground.
Although it senses many things at once, generally only rhythmic vibrations, such as from walking or running machinery, typically attract it. The larger something is, the more likely it will draw in a sandworm.
However, it will be effectively blind if a creature is stationary, or succeeds on a hide check (DC 25) to move in a staggered, broken and random method of movement.
Vulnerability to Electricity (Ex): While initially resistant to electricity, should the damage be severe enough to overcome the sandworm's resistance, the damage it deals is increased by +50%, even on a successful save.
Vulnerability to Water (Ex): Even small amounts of water are lethal to sandworms. A sandworm that comes in contact with water must succeed on a Fortitude Save (DC 30) to even survive the encounter. If it succeeds on its save, the sandworm takes 10d10 points of damage. If it takes 50 or more points of damage, it must make a 2nd Fortitude save (DC 30) or die from massive damage. A sandworm that is killed by water releases one dose of water of life.
The water of life is a poison until it can be properly refined and purified. Once purified, it becomes a potent mind altering drug.
Shai Hulud
{TABLE]Size/Type:|Colossal+ Magical Beast
Hit Dice:|35d10+525 (595 hp)
Initiative:|-3
Speed:|20 ft (4 squares), burrow 90 ft
Armor Class:|24 (-16 size, -3 dex, +33 Natural Armor), touch -9 (wow), flat-footed 24
Base Attack/Grapple:|+35/+80
Attack:|Bite +44 melee (4d8+37)
Full Attack:|Bite +44 melee (4d8+37)
Space/Reach:|50ft/30ft
Special Attacks:|Crush (4d10+12), improved grab, swallow whole
Special Qualities:|Electricity resistance 30, Spice creation, tremorsense, vulnerability to electricity, vulnerability to water
Saves:|Fort +33, Ref +16, Will +10
Abilities:| Str 60, Dex 4, Con 35, Int 1, Wis 8, Cha 8
Skills:|Climb +33, Search +10, Survival +14
Feats:|Armor Skin (Epic; x3), Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack, Improved Overrun, Improved Power Attack, Power Attack, Snatch
Environment:|Desert
Organization:|Solitary
Challenge Rating:|---
Treasure:|None
Alignment:|Always Neutral
Advancement:|Colossal+ 35 or higher
Level Adjustment:|No No No (http://cdn.uproxx.com/wp-content/uploads/2012/12/grumpy-cat-22.jpg)
[/TABLE]
Combat
Sandworms attack with their tremendous bite. If this should fail, they can attack by rolling onto their opponents, crushing them.
Crush (Ex): A sandworm can attempt to crush its opponents by rolling on top of them. Opponents may make a Reflex save (DC 35) to jump out of the way. Anyone who fails the save is crushed and automatically takes 4d10+12 points of crushing damage.
Improved Grab (Ex): To use this ability, a sandworm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.
Improved Spice Creation (Ex): A sandworm produces 1 pound per HD of melange per week. It leaves spice in its wake wherever it travels. Patches of melange occasionally work their way to the surface where they are easily harvested.
Swallow Whole (Ex): A sandworm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 7d8+25 points of crushing damage plus 16 points of fire damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a slashing or piercing weapon to deal 5 points of damage to the gizzard (AC 26).
Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Colossal worm’s interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller opponents.
Tremorsense (Ex): Sandworms automatically sense the location of anything that is in contact with the ground and within 3,280 feet (1 kilometer), so long as it is touching and moving on the ground.
Although it senses many things at once, generally only rhythmic vibrations, such as from walking or running machinery, typically attract it. The larger something is, the more likely it will draw in a sandworm.
However, it will be effectively blind if a creature is stationary, or succeeds on a hide check (DC 25) to move in a staggered, broken and random method of movement.
Vulnerability to Electricity (Ex): While initially resistant to electricity, should the damage be severe enough to overcome the sandworm's resistance, the damage it deals is increased by +50%, even on a successful save.
Vulnerability to Water (Ex): Even small amounts of water are lethal to sandworms. A sandworm that comes in contact with water must succeed on a Fortitude Save (DC 30) to even survive the encounter. If it succeeds on its save, the sandworm takes 10d10 points of damage. If it takes 50 or more points of damage, it must make a 2nd Fortitude save (DC 30) or die from massive damage. A sandworm that is killed by water releases one dose of water of life.
The water of life is a poison until it can be properly refined and purified. Once purified, it becomes a potent mind altering drug.