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Cockworm
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Size/Type:
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Huge Magical Beast (Fire)
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Hit Dice:
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17d10+68 (161 hp)
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Initiative:
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+1
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Speed:
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155 ft. (31 squares), burrow 5 ft. (1 squares)
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Armor Class:
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20 (−2 Size, −2 Dex, +14 natural), touch 17, flat-footed 27
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Base Attack/Grapple:
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+17/+33
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Attack:
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Bite +23 (2d8+12)
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Full Attack:
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Bite +23 (2d8+12) or Bite +13 (2d8+22, power attack)
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Space/Reach:
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15 ft./10 ft.
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Special Attacks:
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Dust, earthquake, improved grab, powerful charge, burrowing charge, swallow whole, tremor
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Special Qualities:
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Blind, Damage reduction 10/-, Tremorsense (60 ft.)
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Saves:
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Fort +15, Ref +11, Will +7
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Abilities:
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Str 26, Dex 8, Con 19, Int 2, Wis 8, Cha 10
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Skills:
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Climb +10, Hide +2, Move Silently +7
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Feats:
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Awesome Blow, Blind-Fight, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack
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Environment:
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Underground, deserts, rocky plains, Elemental Plane of Earth
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Organization:
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Solitary
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Challenge Rating:
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11
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Treasure:
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Gems only
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Alignment:
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Usually Neutral
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Advancement:
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18-30 HD (Huge), 31-60 HD (Gargantuan)
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Level Adjustment:
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—
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Cockworms fight solitarily, while generally calm and peaceful; they are very territorial, and will attack anybody encroaching on their claimed land. They attack with vicious slams at high speeds, usually charging their enemies.
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