Fax Celestis
2007-03-29, 09:43 PM
Stormseeker Sandworm
Gargantuan Magical Beast
HD: 19d10+228 (332 HP)
Init: +0
Speed: 25 ft. (5 squares); burrow 70 ft.
AC: 33 (-4 size, +15 natural, +12 deflection); Touch: 18; Flat-Footed: 33
Base Attack/Grapple: +19/+38
Attack: Bite +22 melee (2d8+7+1d10 electrical)
Full Attack: Bite +22 melee (2d8+7+1d10 electrical)
Space/Reach: 20 ft./ 15 ft.
Special Attacks: Awesome Blow, Power Attack, Swallow Whole, Spring Attack, Breath Weapon
Special Qualities: Momentum, Electrical Absorption, Storm-Hardened, Fearsome Presence, Improved Grab, DR 15/Starmetal, SR 34, Electrical Awareness, Tremorsense 100', Blindsight 30'
Saves: Fort +23, Ref +11, Will +10
Abilities: Str 25 Dex 10 Con 35 Int 4 Wis 19 Cha 17
Skills: Hide –12*, Intimidate +19, Move Silently +5*
Feats: Spring Attack B, Power Attack, Improved Bull Rush, Awesome Blow, Ability Focus (Fearsome Presence), Ability Focus (Breath Weapon), Clinging Breath, Iron Will
Environment: Desert
Organization: Solitary, pair, or clutch (2d4)
CR: 19
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 20-32 HD (Gargantuan); 33+ (Colossal)
LA: -
:*A stormseeker sandworm receives a +20 competence bonus to Hide and Move Silently while burrowing.
Momentum (Ex)
At the end of its round, a stormseeker sandworm adds one to its initiative score (not its modifier) for this encounter and recalculates its position in the initiative lineup.
Electrical Absorption (Ex)
When a stormseeker sandworm would take damage from an effect with the (Electricity) descriptor or that deals electrical damage, it instead gains a number of temporary hit points equal to the amount it would have normally lost, up to a total maximum equal to its normal hit point total. These temporary hit points remain for 24 hours.
Should a stormseeker sandworm gain temporary hit points through this means in excess of 50% of its normal maximum hit point total and retain them for at least twelve hours, it sheds its skin and gains one hit die and all benefits associated thereof (such as improved base attack bonus, new feats, new skills, etc.). Should a stormseeker sandworm gain enough hit dice (through this means, experience, or a combination of the two) to increase in size, these hit dice count as normal.
Electrical Awareness (Ex)
A stormseeker sandworm is aware of any electrical activity within a mile of itself and will move towards any electrical activity (natural, magical, or otherwise) at its greatest possible speed. Most stormseeker sandworms ignore electrical spells of less than third level, but it is not entirely unheard of for them to seek them out occasionally.
Storm-Hardened (Ex)
A stormseeker sandworm adds its Constitution bonus to its armor class as a deflection bonus.
Fearsome Presence (Ex)
A stormseeker sandworm who succeeds in swallowing an opponent whole terrifies all other creatures within 30' of less HD than itself. Affected opponents must make a successful Will save (DC 24; Charisma-based) or become frightened for 4d6 rounds. An opponent that succeeds on the saving throw is immune to that stormseeker sandworm's fearsome presence for 24 hours. This is a mind-affecting fear effect.
Improved Grab (Ex)
If a stormseeker sandworm hits a creature of at least one size smaller than itself with a bite attack, it deals normal damage and immediately attempts to start a grapple as a free action without provoking attacks of opportunity.
Swallow Whole (Ex)
If a stormseeker sandworm has a creature grappled at the start of its turn, it can attempt to swallow it whole. It does this by attempting a new grapple check. If successful, it swallows its prey and the opponent takes bit damage.
A swallowed creature takes 1d8 points of bludgeoning damage plus an additional 2d6 acid and 2d6 electrical each round, until it can escape. A swallowed creature can attempt to cut its way out by attacking the insides of the stormseeker sandworm with any light slashing or piercing weapon. The AC of the stormseeker sandworm's stomach is 24.
Alternatively, a swallowed creature can attempt to escape the grapple. With a successful escape, the creature is back in the mouth of the stormseeker sandworm, where it is in danger of being bitten or swallowed.
Breath Weapon (Su)
A stormseeker sandworm can breathe a 90' line of electricity as a standard action every 1d4 rounds. This line deals 8d10+24 points of electricity damage. Any creature caught in its path can attempt a Reflex save (DC 26; Constitution-based) for half damage. A creature in the stormseeker sandworm's mouth when it uses its breath weapon takes maximum damage per die and does not receive a save.
[hr]
A smaller--albeit frequently more dangerous--cousin to the forcehunter sandworm (http://www.giantitp.com/forums/showthread.php?t=10639), these great creatures ravage the lands of the Auleauk desert, particulary the western region, where the desert meets the shore and the thunderstorms are nearly endless.
These creatures, interestingly enough, thrive off of electricity, devouring lightning as it dissipates into the ground during storms. During particularly fierce storms, it is not uncommon to see one of these beasts leap from its perch below the sand and dive through low-hanging clouds in an effort to attract lightning to itself.
Partially due to their nature and partially due to the nature of magic, these creatures are drawn to magical electricity like a moth to flame. Magical electricity is a purer form of the energy they so desire, and as such these creatures treat it as something of a delicacy.
Occasionally, blue dragons will capture and train young stormseeker sandworms and use them as guards, "feeding" them with their breath weapon.
Gargantuan Magical Beast
HD: 19d10+228 (332 HP)
Init: +0
Speed: 25 ft. (5 squares); burrow 70 ft.
AC: 33 (-4 size, +15 natural, +12 deflection); Touch: 18; Flat-Footed: 33
Base Attack/Grapple: +19/+38
Attack: Bite +22 melee (2d8+7+1d10 electrical)
Full Attack: Bite +22 melee (2d8+7+1d10 electrical)
Space/Reach: 20 ft./ 15 ft.
Special Attacks: Awesome Blow, Power Attack, Swallow Whole, Spring Attack, Breath Weapon
Special Qualities: Momentum, Electrical Absorption, Storm-Hardened, Fearsome Presence, Improved Grab, DR 15/Starmetal, SR 34, Electrical Awareness, Tremorsense 100', Blindsight 30'
Saves: Fort +23, Ref +11, Will +10
Abilities: Str 25 Dex 10 Con 35 Int 4 Wis 19 Cha 17
Skills: Hide –12*, Intimidate +19, Move Silently +5*
Feats: Spring Attack B, Power Attack, Improved Bull Rush, Awesome Blow, Ability Focus (Fearsome Presence), Ability Focus (Breath Weapon), Clinging Breath, Iron Will
Environment: Desert
Organization: Solitary, pair, or clutch (2d4)
CR: 19
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 20-32 HD (Gargantuan); 33+ (Colossal)
LA: -
:*A stormseeker sandworm receives a +20 competence bonus to Hide and Move Silently while burrowing.
Momentum (Ex)
At the end of its round, a stormseeker sandworm adds one to its initiative score (not its modifier) for this encounter and recalculates its position in the initiative lineup.
Electrical Absorption (Ex)
When a stormseeker sandworm would take damage from an effect with the (Electricity) descriptor or that deals electrical damage, it instead gains a number of temporary hit points equal to the amount it would have normally lost, up to a total maximum equal to its normal hit point total. These temporary hit points remain for 24 hours.
Should a stormseeker sandworm gain temporary hit points through this means in excess of 50% of its normal maximum hit point total and retain them for at least twelve hours, it sheds its skin and gains one hit die and all benefits associated thereof (such as improved base attack bonus, new feats, new skills, etc.). Should a stormseeker sandworm gain enough hit dice (through this means, experience, or a combination of the two) to increase in size, these hit dice count as normal.
Electrical Awareness (Ex)
A stormseeker sandworm is aware of any electrical activity within a mile of itself and will move towards any electrical activity (natural, magical, or otherwise) at its greatest possible speed. Most stormseeker sandworms ignore electrical spells of less than third level, but it is not entirely unheard of for them to seek them out occasionally.
Storm-Hardened (Ex)
A stormseeker sandworm adds its Constitution bonus to its armor class as a deflection bonus.
Fearsome Presence (Ex)
A stormseeker sandworm who succeeds in swallowing an opponent whole terrifies all other creatures within 30' of less HD than itself. Affected opponents must make a successful Will save (DC 24; Charisma-based) or become frightened for 4d6 rounds. An opponent that succeeds on the saving throw is immune to that stormseeker sandworm's fearsome presence for 24 hours. This is a mind-affecting fear effect.
Improved Grab (Ex)
If a stormseeker sandworm hits a creature of at least one size smaller than itself with a bite attack, it deals normal damage and immediately attempts to start a grapple as a free action without provoking attacks of opportunity.
Swallow Whole (Ex)
If a stormseeker sandworm has a creature grappled at the start of its turn, it can attempt to swallow it whole. It does this by attempting a new grapple check. If successful, it swallows its prey and the opponent takes bit damage.
A swallowed creature takes 1d8 points of bludgeoning damage plus an additional 2d6 acid and 2d6 electrical each round, until it can escape. A swallowed creature can attempt to cut its way out by attacking the insides of the stormseeker sandworm with any light slashing or piercing weapon. The AC of the stormseeker sandworm's stomach is 24.
Alternatively, a swallowed creature can attempt to escape the grapple. With a successful escape, the creature is back in the mouth of the stormseeker sandworm, where it is in danger of being bitten or swallowed.
Breath Weapon (Su)
A stormseeker sandworm can breathe a 90' line of electricity as a standard action every 1d4 rounds. This line deals 8d10+24 points of electricity damage. Any creature caught in its path can attempt a Reflex save (DC 26; Constitution-based) for half damage. A creature in the stormseeker sandworm's mouth when it uses its breath weapon takes maximum damage per die and does not receive a save.
[hr]
A smaller--albeit frequently more dangerous--cousin to the forcehunter sandworm (http://www.giantitp.com/forums/showthread.php?t=10639), these great creatures ravage the lands of the Auleauk desert, particulary the western region, where the desert meets the shore and the thunderstorms are nearly endless.
These creatures, interestingly enough, thrive off of electricity, devouring lightning as it dissipates into the ground during storms. During particularly fierce storms, it is not uncommon to see one of these beasts leap from its perch below the sand and dive through low-hanging clouds in an effort to attract lightning to itself.
Partially due to their nature and partially due to the nature of magic, these creatures are drawn to magical electricity like a moth to flame. Magical electricity is a purer form of the energy they so desire, and as such these creatures treat it as something of a delicacy.
Occasionally, blue dragons will capture and train young stormseeker sandworms and use them as guards, "feeding" them with their breath weapon.