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View Full Version : Anybody have stats for the "Tremors" worms?



Harperfan7
2009-02-25, 02:36 PM
I'm sure somebody does...

Ascension
2009-02-25, 03:14 PM
For D&D 3.5 you mean? (http://www.d20srd.org/srd/monsters/purpleWorm.htm)

Thrawn183
2009-02-25, 03:26 PM
If you wanted something of lower CR, you could use an ashworm from Sandstorm.

You could even use a Thoqqua if you wanted to play around with the fire stuff it has and switch it out for something else.

kopout
2009-02-25, 03:36 PM
Why setel for A purple worm when you can have the entire life cycle from egg to assblaster ?
Grablit
Size/Type: Tiny Animal(Graboid)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (+2 Dex)
Speed: 5 ft (1 square), Burrow 30 ft (6 squares)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 14
Base Attack/Grapple: +2/-6
Attack: Bite +4 melee (1d4 -1)
Full Attack: Bite +4 melee (1d4 -1)
Space/Reach: 5 ft/0
Special Attacks: Leaping Bite, Trip,Drag Under
Special Qualities: Stench, Eyeless, Natural Armor +2, Tremorsense, Learning Curb
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 10, Dex 15, Con 13, Int 2, Wis 11, Cha 8
Skills: Listen +5,
Feats: Weapon Focus (Bite), Weapon Finesse (Bite)
Environment: Warm Land, Deserts
Organization: Solitary, Pair, or Gang (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

More information...

A small bump in the sand rushes forward. At first you dismiss it as a mirage, but then a creature bursts from it and flies toward you, biting your neck.


Grablits are baby graboids when they first hatch from their eggs. They are little more than a nuisance to a seasoned adventurer at this point, but will eventually become a big problem if they are allowed to survive.
Combat

Grablits attack from underground like their parents, but like to jump onto their prey earlier, perhaps as a lack of experience.

Leaping Bite (Ex): A grablit will often jump out of the earth and leap onto their opponents to surprise them. A grablit moving in a straight line can leap up to 15 ft as part of the charge, catching their opponent off-guard (treat them as flat-footed).

Trip (Ex): A grablit that hits with a bite attack can attempt a trip as a free action without making a touch attack or provoking attacks of opportunity. If the trip fails, the opponent cannot react to trip the grablit.

Learning Curve (Ex): A grablit learns from every experience at an astounding speed. If it witnesses another of its kind killed, it gains a +2 bonus to AC or to saves it subject to that same type of attack. This is cumulative if it sees multiple attacks as it gains more and more comprehension of the attack. This rises to a maximum of a +6 bonus.

Drag Under(Ex): A grablit that succeeds in tripping an opponent can attempt to drag its prey under ground to suffocate it it as a full round action It must succeed in a strength check to do so (if there is more than one grablit attached there strength scores are pooled )

Stench(Ex)
Gaboids smell BAD and this smell an indicat where they are or where they have been


Graboid
Size/Type: Gargantuan Animal(Graboid)
Hit Dice: 18d8+72 (143 hp)
Initiative: +2 (+2 Dex)
Speed: 5 ft. (1 square), burrow 60 ft. (12 squares)
Armor Class: 19 (-4 size, +2 Dex, +11 natural), touch 8, flat-footed 17
Base Attack/Grapple: +13/+30
Attack: Bite +15 melee (1d4 +5)
Full Attack: 3 Bite +15 melee (1d4 +5)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Stench, Eyeless, Damage reduction 15/+2,fast healing 1, learning curve, tremorsense, metamorphosis
Saves: Fort +9, Ref +10, Will +12
Abilities: Str 25, Dex 15, Con 16, Int 2, Wis 12, Cha 8
Skills: Hide +10, Listen +12
Feats: Endurance, Improved Bull Rush, Lightning Reflexes, Multiattack, Run, Weapon Focus (Bite), Improved Toughness
Environment: Underground
Organization: Solitary, Pair, or Gang (2-5)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 19-36 HD (Gargantuan); 37-54 HD (Colossal)
Level Adjustment: —


More information...

The ground shakes as mounds of sand move toward you rapidly. You hear a distinct rumbling sound as they circle in nearer and nearer. The very ground underneath you bursts open and you are sitting in the mouth of a massive worm! Three smaller, serpent-like mouths bite you and pull you down the creature’s throat as it closes in around you.

Graboids are massive worm like beings that travel rapidly underground by propelling them selves with Setae . They only surface to eat. They are well adept at hunting down prey and have a well-developed sense that allows them to “see” things by feeling their vibrations. They have an uncanny ability to adapt unbelievably quick to any situation, and many grow to be smarter than humans after having long survived the surface dweller’s attempts to eradicate them. A standard Graboid looks like a massive worm with pale flesh and a large mouth. Their mouths are ringed with three snake’-like tongues that they use to pull prey into their mouths.
Combat

Graboids typically charge forward underground and surface right under their prey, after which they attempt to grapple and swallow them.

Improved Grab (Ex): If a Graboid hits a single target with two or more of its bite attacks, it can attempt to grapple the opponent as a free action without provoking attacks of opportunity.

Swallow Whole (Ex): If the Graboid successfully grapples an opponent with two of its bite attacks as described above, it can attempt to swallow its prey the next round if it succeeds at another grapple check. Those swallowed take 2d8 points of bludgeoning damage as well as 1d6 points of acid damage per round. They also begin to suffocate if they need to breathe air. A Graboid can only swallow creature two or more size categories smaller than itself and it can only have one creature swallowed at a time. Swallowed creature can cut their way out by dealing 25 points of damage to the creature’s insides (AC 15). Muscular action closes this hole after it is made, but the creature will likely suffocate since Graboids immediately dive under the sand after swallowing.

Learning Curve (Ex): A Graboid learns from every experience at an astounding speed. If it witnesses another of its kind killed, it gains a +2 bonus to AC or to saves it subject to that same type of attack. This is cumulative if it sees multiple attacks as it gains more and more comprehension of the attack. This rises to a maximum of a +6 bonus.

Metamorphosis (Ex): After living for several weeks, a Graboid may transform into several smaller creatures. The conditions for this transformation are unknown. The Graboid dies and 2d4 shriekers burst from its corpse.

Stench(Ex)
Gaboids smell BAD and this smell an indicat where they are or where they have been

Shrieker
Size/Type: Medium Aberration(Graboid)
Hit Dice: 7d8+7 (38 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 16
Base Attack/Grapple: +5/+1
Attack: Bite +7 melee (1d6 +0)
Full Attack: Bite +7 melee (1d6 +0)
Space/Reach: 5 ft./0 ft.
Special Attacks: Attach
Special Qualities: Stench, Eyeless, Heat vision, Food Effect, Metamorphosis, Learning Curb, Summon Help
Saves: Fort +3, Ref +4, Will +5
Abilities: Str 10, Dex 15, Con 13, Int 2, Wis 11, Cha 10
Skills: Balance +4, Escape Artist +4, Spot +4,Listen -6
Feats: Agile, Run, Weapon Focus(Bite)
Environment: Any(Warm Desert)
Organization: Solitary, Pair, Gang (2-5), or Pack (5-20)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: —
Level Adjustment: —

More information...

What looks like a two foot tall chicken looks toward you. Two small gills raise from its forehead and glow red. It has three large mandibles that seem too big for its head. In an instant it races toward you, spreading its mandibles to reveal a long tongue. It cries out and several more of the creatures seem to pop out from nowhere.

Shriekers are the metamorphosed form of Graboids . They are much weaker than their larger forbearer, but they are more mobile above ground and much more efficient at propagating. They can see via heat from the raised gills on their forehead. They communicate with each other by a complex system of screeches.
Combat

Shriekers attack anything that they sense is warm. They often try to swarm the enemy in great numbers.

Improved Grab (Ex): A Shrieker that successfully bites an opponent is unwilling to give up its hold and will continue to chomp whatever is in its mouth. After biting an opponent, 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. They continue to do bite damage on following rounds automatically by shifting their body weight, tearing at their victim.

Heat Vision (Ex): A Shrieker chooses its prey by seeing if they have heat it their bodies. They cannot see heat through walls, but they see you through just about everything else. Undead, constructs and anything else that does not give off heat is effectively invisible to them, although they will still attack if they are bumped into.

Food Effect (Ex): After eating, a Shrieker will vomit up a cocoon that will hatch into another Shrieker in 2d6 minutes. The amount of food has no influence.

Metamorphosis (Ex): after surviving for about a week, a Shrieker will enter a cocoon shortly and emerge as an Assblaster.

Summon Help (Ex): A Shrieker or Assblaster may, as a full round action summon all others of its kind within a 500 foot radius.


Stench(Ex)
Gaboids smell BAD and this smell an indicat where they are or where they have been

Assblaster
Size/Type: Medium Aberration(Graboid)
Hit Dice: 9d8+9 (49 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares), Fly 50 ft. (10 squares)(average)
Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple: +7/+3
Attack: Bite +9 melee (1d6 +0)
Full Attack: Bite +9 melee (1d6 +0)
Space/Reach: 5 ft./0 ft.
Special Attacks: Attach
Special Qualities: Stench, Eyeless, Summon Help, heat vision, food effect, learning curve, egg carry
Saves: Fort +4, Ref +7, Will +6
Abilities: Str 10, Dex 15, Con 13, Int 2, Wis 11, Cha 10
Skills: Balance +5, Escape Artist +5, Listen -6, Spot +6
Feats: Agile,Weapon Focus(Bite), Lightning Reflexes
Environment: Any (Warm Plains or Deserts)
Organization: Solitary, Pair, Gang (2-5), or Pack (5-20)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

More information...

You hear a shriek in the sky that sounds all too familiar. You look for cover before the demons above you see your body heat. You look out to see that there are four of them circling overhead on wing.

Assblasters metamorphose from Shriekers and are designed to carry Graboid eggs far to help propagate the race. They look much like Shriekers but have three dark red wings one on each side and a dorsal "ruder". They communicate with each other by a complex system of screeches.
Combat

Assblasters attack anything that they sense is warm. They often try to swoop down on unsuspecting enemies.

Improved Grab (Ex): An Assblaster that successfully bites an opponent is unwilling to give up its hold and will continue to chomp whatever is in its mouth. After biting an opponent, 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. They continue to do bite damage on following rounds automatically by shifting their body weight, tearing at their victim.

Heat Vision (Ex): An Assblaster chooses its prey by seeing if they have heat it their bodies. They cannot see heat through walls, but they see you through just about everything else. Undead, constructs and anything else that does not give off heat is effectively invisible to them, although they will still attack if they are bumped into.

Food Effect (Ex): Unlike Shriekers, Assblaster that eat more than 50 pounds of food settle into a coma-like state for 1d6 hours.

Learning Curve (Ex): An Assblaster learns from every experience at an astounding speed. If it witnesses another of its kind killed, it gains a +2 bonus to AC or to saves it subject to that same type of attack. This is cumulative if it sees multiple attacks as it gains more and more comprehension of the attack. This rises to a maximum of a +6 bonus.

Egg Carry (Ex): Every Assblaster carries a Graboid egg inside of it. Once it dies or reaches a place to lay its egg the egg is released and will hatch within 1d8+5 days into a Grablit, as long as it is kept most and unbroken. An Assblaster in the company of one or more other Assblasters has a 1d8 chance or gaining another egg, but never more than one at a time.

Summon Help (Ex): A Shrieker or Assblaster may, as a full round action summon all others of its kind within a 500 foot radius.

Stench(Ex)
Gaboids smell BAD and this smell an indicant where they are or where they have been

Breath weapon(Su)
An ass blaster has one breath weapon, a 15 foot cone of fire. Recharge time is 1d4 rounds.

Graboid Egg
Size : tiny
Length : 1 foot
HP : 10
Hardness: 5
Special: Dormancy
More information...
The egg is oblong and looks something like a twist of paper, the shell is tough and leathery.

Dormancy (Ex) If a Graboid Egg is kept dry and away from water for more than three days it will go dormant. A dormant Graboid Egg will not hatch until it is again exposed to moister. A Graboid Egg can remain dormant for millennium, however it must make a constitution check(substituting its currant HP for Con score) to hatch after 1000 years or more dormant. The DC increases by +1 for every hundred years after 1000 (base dc ten).
Example
Graboid Egg has been dormant for less than 1000 years no DC
Graboid Egg has been dormant for 1000-1099 years DC10
Graboid Egg has been dormant for 1000 +x100 years DC10+x


Graboid subtype
In addition to all Aberration traits Graboids gain the following traits

Eyeless(Ex): Eyeless creatures are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Learning Curve (Ex): A Graboid learns from every experience at an astounding speed. If it witnesses another of its kind killed, it gains a +2 bonus to AC or to saves it subject to that same type of attack. This is cumulative if it sees multiple attacks as it gains more and more comprehension of the attack. This rises to a maximum of a +6 bonus.

Stench(Ex)
Gaboids smell BAD and this smell an indicate where they are or where they have been

They lose Darkvision

A ranger can take favorite enemy (Graboid)

Harperfan7
2009-02-25, 04:02 PM
Thanks a bunch! I appreciate it.

AslanCross
2009-02-25, 05:40 PM
Weren't the Shriekers deaf? I remember them being unable to sense sound or vibration (much to the confusion of the people who had to deal with them) because they were so used to the Graboids being drawn by sound.

kopout
2009-02-25, 06:05 PM
they are, when they screech they give off a lot of heat and that is what attracts others no the sound. I gave them a -6 to listen checks.