3e SRD:Frost Worm

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This material is published under the OGL 1.0a.

Frost Worm

Size/Type: Huge Magical Beast (Cold)
Hit Dice: 14d10+70 (147 hp)
Initiative: +4 (Improved Initiative)
Speed: 30 ft., burrow 10 ft.
AC: 18 (-2 size, +10 natural)
Attacks: Bite +20 melee
Damage: Bite 2d6+12 and 1d8 cold
Face/Reach: 5 ft. by 40 ft./10 ft.
Special Attacks: Trill, cold, breath weapon
Special Qualities: Cold subtype, death throes
Saves: Fort +14, Ref +9, Will +6
Abilities: Str 26, Dex 10, Con 20, Int 3, Wis 11, Cha 5
Skills: Hide +3*, Listen +5, Spot +4
Feats: Alertness, Improved Initiative, Iron Will
Climate/Terrain: Any cold land
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Usually neutral
Advancement: 15-21 HD (Huge); 22-42 HD (Gargantuan)


Combat

Frost worms lurk under the snow, waiting for prey to come near. They begin their attack with trilling and then attack helpless prey with their bite.

Trill (Su): The frost worm can emit a noise that forces its prey to stand motionless. This sonic, mind affecting compulsion affects all creatures other than frost worms within a 100-foot spread. Creatures must succeed at a Will save (DC 17) or be stunned for as long as the worm trills, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that frost worm for one day. The effect's caster level is 14.

Cold (Ex): Frost worms' bodies generate intense cold, dealing 1d8 points of damage with their touch. Creatures attacking a frost worm unarmed or with natural weapons take cold damage each time their attacks hit.

Breath Weapon (Su): Cone of cold, 30 feet long, once per hour; damage 15d6, Reflex half DC 22. Opponents held motionless by the frost worm's trill get no saving throw.

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

Death Throes (Ex): When killed, a frost worm turns to ice and shatters in an explosion that deals 12d6 points of cold damage and 8d6 points of piercing damage to everything within 100 feet (Reflex half DC 22).

Skills: *A frost worm, due to its coloration and its affinity for burying itself in the snow, receives a +10 racial bonus to Hide checks in its native environment.



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