Upheaval

Frost Worm

CR 12, N Huge Magical beast (cold)

Senses: Perception 17, Darkvision 60, Low Light Vision

Speed: 30 ft., burrow 10 ft.  Skills: Stealth 6

Languages: None

Ability Scores: Str 31 (+24), Dex 16 (+17), Con 21 (+19), Int 2 (+2), Wis 16 (+9), Cha 11 (+6)

INIT: +7  CP: +16  HP: 168 (16d10+80)  SA: --  DC: 25

AC: 27  Touch: 11  Flat-footed: 24 [+3 Dodge, +16 Natural, -2 Size]

SR: --  Vulnerable: Fire 5  Resistant: --  Bypass: --

Immunity: Cold  Effect Immunity: Trip

QUALITIES

Combat Reflexes (ex) - The Frost Worm gets a number of reactions equal to its dexterity bonus.

Power Attack (ex) - A Frost Worm may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Frost Worm does one extra point of damage. The Frost 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.

Cold Aura (ex, Aura, Cold) - When this creature is attacked with an unarmed strike or a natural weapon, it's attacker takes 1d6 points of cold damage per successful hit (4d6 points of damage when grappled).

ACTIONS
Attacks

Cleave (ex) - As a standard action, the Frost Worm can make a single attack with a melee weapon at its highest attack bonus. If it hits, it deals damage normally and can make another attack against a foe adjacent to the first. The Frost Worm may continue making as many attacks as possible provided opponents are adjacent and in range. Using cleave, causes the creature to take a -2 penalty to AC until its next turn.

Stand Still (Reaction)(ex) - The creature can make a grapple check as an attack of opportunity. If successful, the target loses all of its movement for a round.

Trill (Full Round)(su, Sonic, Mental) - This creature can emit a strange trilling sound that affects all creatures within a 100-foot radius. Creatures must succeed on a WIS save or be fascinated for as long as it continues to trill. Once a creature has resisted or broken the effect, it cannot be affected again by that same creature's trill for 24 hours.

DESCRIPTION

Environment: cold plains or mountains

Organization: None

Treasure: incidental

This immense white worm has a single circular eye in the center of its head. Wisps of icy fog waft up from between its mandibles.

With armor-crushing jaws, flesh that radiates cold, and a terrible keening cry capable of holding creatures fascinated, frost worms are apex predators of the frozen tundra and glaciers. In the frost worms' far-reaching hunting grounds, they fear only the remorhaz, for the heat generated by an enraged remorhaz causes intense pain to a frost worm. This extreme aversion to heat, as well as its freezing touch and devastating breath weapon, stems from an unusual facet of frost worm physiology-veins that run with magically cold blood. This creature's ichor is clear, but infused with such sub-freezing temperatures that the monster's flesh can freeze water in the skin of creatures that touch it. When a frost worm dies, this magical energy dissipates, and both blood and muscle immediately freeze solid and then explode into a catastrophic barrage of icy shrapnel. As a result, even those predators that might legitimately prey upon the burrowing monstrosities tend to leave frost worms well enough alone. An adult frost worm measures 35 feet long and weighs 8,000 pounds.