deadfalcon
2007-05-03, 01:10 AM
Worm Golem
Medium Aberration
Hit Dice: 6d8+12 (39 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armour Class: 22 (+4 Dex, +8 armour), touch 14, flat-footed 18
Base Attack/Grapple: +4/+10(+14 with tentacles)
Attack: Slam +8 (1d4+2)
Full attack: 2 Slams (1d4+2)
Space/Reach: 5 by 5 ft./10 ft.
Special Attacks: Tentacles, implant eggs, Constrict
Special Qualities: Blindsense (60ft), Extendabale Limbs, Fast healing 5, Hive mind, immune to poison and disease, indiscernible anatomy, Regeneration,
Saves: Fort +4, Ref +6, Will +6
Abilities: Str 14, Dex 19, Con 14, Int 8, Wis 13, Cha
Skills: Listen +10, Climb +6
Feats: Improved Grapple, Weapon Finesse
Environment: underground
Organization: Solitary
Challenge Rating: 7
Treasure: standard (carried items only)
Alignment: Always chaotic evil
Advancement: 7-9 HD (medium), 10-12 (large)
You see walking towards you a suit of armour, as it approaches you notice through a
Crack in its armour a writhing mass of purple tentacles. Then suddenly it lurches forwards at a faster pace, it’s sensed you.
The Worm golem is not strictly a golem, created by some dark burial ritual before recorded time; these creatures have roamed the underdark looking for the next host for their offspring. The worm golem is a living creature, formed of a mass of 2-6ft long worms, each anout an inch thick, that forms its outer shell or armour out of either the armour that its predecessor was wearing or out of dried mucus that it excretes. The mass of worms is still attached to the skeleton of the host being; resulting in a humanoid appearance ans will attack by fireing one of the gauntlet looking hands towards its opponent and then retacting the worms atached to it. Its mind set however is completely alien; two thoughts drive this creature, survive and reproduce.
Indiscernible anatomy (ex): the mass of worms that make up this creature mean that it is immune to sneak attacks and critical hits.
Regeneration (ex): any effect that causes damage over time because of wounds is ignored
Tentacles(ex): as a move action the worm golem con move its armour so as to enable it to grapple with its tentacles, when the armour is moved it lowers the armour bonus to AC by 2. as a standard action the Golem can grapple an opponent within 5ft, while grappling the Golem looses its dex bonus to AC but can still use its slam attacks, even in attacks of opportunity. When the Golem pins an opponent it can implant some eggs as a free action.
Implant eggs: when the opponent is ppinned by the tentacles it can implant eggs as a free action. after the eggs are implanted they hatch into hundreds of worms within seconds, from this point on it is up to the body to destroy them before they grab a hold. Fort save DC12 to resist disease. roll again each day, On failure 1d4 con damage, on the reduction of Con to 0 the worms break through the skin and attach themselves to the armour that the host was wearing then after 3 days the mucus has dried to form the suit of armour. This disease can only be removed by Remove disease
Hive mind(ex):besase of the hive mind of the worms the Golem is immune to mind affecting abilities
constrict: on a sucessful grapple with the tentacles the worm golem can constrict causing 1d4+1 damage
Extendabale Limbs (ex): The worms forming this creature can extend to over 10ft long enabeling the "golem" to do the following.
Long Legs the "golem" can extend its legs, increasing its speed to 40ft, however this opens a chink in its armour lowering its AC by 2
Long Armsthe Golem can extend it's arms to stirke a foe up to 10ft away, a grapple can also be attempted at this range, if won, on the next turm the golem gan attemt to drag the opponent closer to it with an opposed strength check. once the opponent is within range og the tentacles they attempt to grapple it, with a +4 circumstance bonus. long arms can also be used to pull the golem up 10ft ridges and grant it a +4 on climb checks.
Medium Aberration
Hit Dice: 6d8+12 (39 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armour Class: 22 (+4 Dex, +8 armour), touch 14, flat-footed 18
Base Attack/Grapple: +4/+10(+14 with tentacles)
Attack: Slam +8 (1d4+2)
Full attack: 2 Slams (1d4+2)
Space/Reach: 5 by 5 ft./10 ft.
Special Attacks: Tentacles, implant eggs, Constrict
Special Qualities: Blindsense (60ft), Extendabale Limbs, Fast healing 5, Hive mind, immune to poison and disease, indiscernible anatomy, Regeneration,
Saves: Fort +4, Ref +6, Will +6
Abilities: Str 14, Dex 19, Con 14, Int 8, Wis 13, Cha
Skills: Listen +10, Climb +6
Feats: Improved Grapple, Weapon Finesse
Environment: underground
Organization: Solitary
Challenge Rating: 7
Treasure: standard (carried items only)
Alignment: Always chaotic evil
Advancement: 7-9 HD (medium), 10-12 (large)
You see walking towards you a suit of armour, as it approaches you notice through a
Crack in its armour a writhing mass of purple tentacles. Then suddenly it lurches forwards at a faster pace, it’s sensed you.
The Worm golem is not strictly a golem, created by some dark burial ritual before recorded time; these creatures have roamed the underdark looking for the next host for their offspring. The worm golem is a living creature, formed of a mass of 2-6ft long worms, each anout an inch thick, that forms its outer shell or armour out of either the armour that its predecessor was wearing or out of dried mucus that it excretes. The mass of worms is still attached to the skeleton of the host being; resulting in a humanoid appearance ans will attack by fireing one of the gauntlet looking hands towards its opponent and then retacting the worms atached to it. Its mind set however is completely alien; two thoughts drive this creature, survive and reproduce.
Indiscernible anatomy (ex): the mass of worms that make up this creature mean that it is immune to sneak attacks and critical hits.
Regeneration (ex): any effect that causes damage over time because of wounds is ignored
Tentacles(ex): as a move action the worm golem con move its armour so as to enable it to grapple with its tentacles, when the armour is moved it lowers the armour bonus to AC by 2. as a standard action the Golem can grapple an opponent within 5ft, while grappling the Golem looses its dex bonus to AC but can still use its slam attacks, even in attacks of opportunity. When the Golem pins an opponent it can implant some eggs as a free action.
Implant eggs: when the opponent is ppinned by the tentacles it can implant eggs as a free action. after the eggs are implanted they hatch into hundreds of worms within seconds, from this point on it is up to the body to destroy them before they grab a hold. Fort save DC12 to resist disease. roll again each day, On failure 1d4 con damage, on the reduction of Con to 0 the worms break through the skin and attach themselves to the armour that the host was wearing then after 3 days the mucus has dried to form the suit of armour. This disease can only be removed by Remove disease
Hive mind(ex):besase of the hive mind of the worms the Golem is immune to mind affecting abilities
constrict: on a sucessful grapple with the tentacles the worm golem can constrict causing 1d4+1 damage
Extendabale Limbs (ex): The worms forming this creature can extend to over 10ft long enabeling the "golem" to do the following.
Long Legs the "golem" can extend its legs, increasing its speed to 40ft, however this opens a chink in its armour lowering its AC by 2
Long Armsthe Golem can extend it's arms to stirke a foe up to 10ft away, a grapple can also be attempted at this range, if won, on the next turm the golem gan attemt to drag the opponent closer to it with an opposed strength check. once the opponent is within range og the tentacles they attempt to grapple it, with a +4 circumstance bonus. long arms can also be used to pull the golem up 10ft ridges and grant it a +4 on climb checks.