RavenJovan
2016-03-11, 01:10 PM
Frost Worm
Huge, monstrosity
AC: 18 (natural armor)
HP: 161 (14d12+70)
SP: 50 ft., 30 ft. burrow 30 ft.
STR: 26 (+8) DEX: 10 (+0) CON: 20 (+5) INT: 1 (-5) WIS: 8 (-1) CHA: 4 (-3)
Saving Throws: Con +10, Wis +4
Damage Vulnerabilities: fire
Damage Immunities: cold
Senses: darkvision 60 ft., tremorsense 60 ft., passive perception 9
Languages: -
Challenge: 10 (5,900 xp)
Death Burst: When the frost worm drops to 0 hit points, it turns into ice and shatters in an explosion that deals 8 (2d8) points of cold damage and 8 (2d8) points of piercing damage to everything within 100 ft. of it if it fails a DC 18 Dexterity saving throw, taking half as much damage on a success.
Frost Tunneler: The worm can tunnel through ice and frozen earth at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.
Snow Camouflage: The worm has double proficiency when using stealth in arctic environments.
Actions
Multiattack: the worm makes two bite attacks.
Trill: the frost worm can emit a noise that forces all creatures within 100 ft. radius to make a DC 17 Wisdom saving throw or be stunned for 1d4 rounds. If a creature takes damage or is shaken violently it can repeat the saving throw. Once a creature has resisted or broken the effect it cannot be affected by that worm’s trill for 24 hours.
Bite: melee weapon attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage plus 4 (1d8) cold damage.
Cold Breath (5-6): The worm exhales an icy blast in a 30 ft. cone. Each creature must make a DC 18 Constitution saving throw taking 54 (12d8) cold damage on a failure, or half as much damage on a successful one.
Huge, monstrosity
AC: 18 (natural armor)
HP: 161 (14d12+70)
SP: 50 ft., 30 ft. burrow 30 ft.
STR: 26 (+8) DEX: 10 (+0) CON: 20 (+5) INT: 1 (-5) WIS: 8 (-1) CHA: 4 (-3)
Saving Throws: Con +10, Wis +4
Damage Vulnerabilities: fire
Damage Immunities: cold
Senses: darkvision 60 ft., tremorsense 60 ft., passive perception 9
Languages: -
Challenge: 10 (5,900 xp)
Death Burst: When the frost worm drops to 0 hit points, it turns into ice and shatters in an explosion that deals 8 (2d8) points of cold damage and 8 (2d8) points of piercing damage to everything within 100 ft. of it if it fails a DC 18 Dexterity saving throw, taking half as much damage on a success.
Frost Tunneler: The worm can tunnel through ice and frozen earth at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.
Snow Camouflage: The worm has double proficiency when using stealth in arctic environments.
Actions
Multiattack: the worm makes two bite attacks.
Trill: the frost worm can emit a noise that forces all creatures within 100 ft. radius to make a DC 17 Wisdom saving throw or be stunned for 1d4 rounds. If a creature takes damage or is shaken violently it can repeat the saving throw. Once a creature has resisted or broken the effect it cannot be affected by that worm’s trill for 24 hours.
Bite: melee weapon attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage plus 4 (1d8) cold damage.
Cold Breath (5-6): The worm exhales an icy blast in a 30 ft. cone. Each creature must make a DC 18 Constitution saving throw taking 54 (12d8) cold damage on a failure, or half as much damage on a successful one.