Upheaval

Death Worm

CR 6, N Large Magical beast

Senses: Perception 11, Darkvision 60, Low Light Vision, Tremorsense 60A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability's range is specified in the creature's descriptive text.

Speed: 20 ft., burrow 20 ft.  Skills: Stealth -3

Languages: Terran

Ability Scores: Str 18 (+12), Dex 13 (+9), Con 16 (+11), Int 3 (-1), Wis 11 (+3), Cha 5 (+0)

INIT: +1  CP: +8  HP: 68 (8d10+24)  SA: --  DC: 19

AC: 19  Touch: 10  Flat-footed: 18 [+1 Dodge, +9 Natural, -1 Size]

SR: --  Vulnerable: --  Resistant: --  Bypass: --

Immunity: Acid, Electricity, Poison  Effect Immunity: --

QUALITIES

Corrosive Blood (ex, Acid) - The Death Worm's blood can corrode metal on contact. If a creature damages a Death Worm with a piercing or slashing weapon made of metal, the Death Worm's blood deals 3d6 points of acid damage to the metal weapon (unlike most forms of energy damage, this damage is not halved when applied to a metal object, although it does still have to penetrate the metal's hardness). The weapon's wielder can halve the damage the weapon takes by making a successful DC 17 Dex save. Creatures made of metal that deal slashing or piercing damage to a Death Worm with a natural attack take 3d6 points of acid damage (a DC 17 Dex save halves this damage). The corrosive elements of the blood fade 1 round after it leaves the worm's body or the worm dies.

Venomous Skin (ex, Poison) - A death worm's skin secretes a noxious, waxy substance. This venomous sheen poisons any creature that touches a death worm, either by making a successful attack with an unarmed strike or natural weapon or with a touch attack. A creature that grapples a death worm is also exposed to the creature's venomous skin. Poison (Ex) Bite, injury, or skin contact; save: Con DC 17; frequency: 1/round for 6 rounds; effect: 1d2 Con damage; cure: 2 saves.

Power Attack (ex) - A Death Worm may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Death Worm does one extra point of damage. The Death Worm must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.

ACTIONS
Attacks

Breath Weapon (su, Acid, every 1d4 rounds) - 30-ft. line, 8d6 acid damage, Dex DC 17 for half, usable every 1d4 rounds

DESCRIPTION

Environment: warm deserts, plains, or hills

Organization: solitary

Treasure: none

This large worm's body is muscular and scaly, its mouth a nightmare of row upon row of triangular teeth.

The reclusive death worm is much feared in the deserts, badlands, and steppes in which it dwells, for it brings to a battle multiple harrowing ways of inf licting death upon its foes-acid, lightning, poison, and its ravenous jaws. The creatures are remarkably good at hiding amid the sands and rocks of their favored terrain, and devilishly eff icient at selecting foes that they can easily kill. This combination makes stories of these creatures hard to conf irm, and in most urban centers, common wisdom is that the tales of death worms are fabrications- attempts to impress city folk or hallucinations born of too much drink. A death worm is 15 feet long and weighs 1,200 pounds- although rumors of much larger death worms persist.

The death worm is a reclusive, desert-dwelling creature content to spend its life burrowing beneath the ground and sustaining itself on a diet of sand and earth. On occasion, it surfaces to devour more substantial prey (animals such as moose, deer, bison, and humans). Death worms lay their eggs far beneath the surface of the earth. Newborn death worms live on a diet of sand and earth; only when they reach maturity (2-5 years after hatching) do they surface and devour their first living prey.