Ferret
Explorer
I've updated some of my monsters to 3.5 so you can enjoy them if you've updated. Any kind of comment on any of these would be good.
First up the Flayed worm; I decided to keep them as seperate age groups, but refine it.
Flayed worm (Young)
Small Aberration
Hit-dice: 1d8 (4hp)
Initiative: 7 (+3 dex +4 improved initiative)
AC: 17 (+3 Dex, +1 size, +3 Nat. armour)
Base attack/Grapple: +0/-4
Attack: Bite +5 melee (1d6)
Full Attack: Bite -1 melee (1d6-2) or 5 Tentacles -6 melee (1d2-2) or Tail -6 melee (1d2-2 +1d6 acid)
SpaceReach: 5 ft./5 ft.
Special attacks: Improved grab, extract,
Special qualities: Illithid speech
Saves: Fort +1 Ref +4 Will +5
Abilities: Str 7 Dex 17 Con 10 Int 17 Wis 19 Cha 10
Skills: Hide+2, Jump+10, Move silently+2 spot+14 listen+6
Feats: Weapon Finesse (Bite, Tail) Alertness
Climate or terrain: Warm marsh, underground
Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young )
Challenge rating: 2
Treasure: None
Alignment: Always evil
Advancement: Special
Flayed worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles, they are at least 3 ft long snake like creatures.
With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flayed worms can jump high and often surprise large creatures. Young Flayed worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flayed worms life is spent not getting killed and the rest is eating, after an attack on their lair Flayed worms will sit perfectly still digesting flesh they have bitten of or brain tissue.
Combat:
Once encountered, Flayed worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head.
Improved Grab (Ex): To use this ability, the Flayed worm must hit a Tiny to Medium-sized creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flayed worm can grab a Large or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flayed worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flayed worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): A Flayed worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is large or larger the process takes +1 rounds for ever Size category larger then large.
Tail (Ex) The tail, on successful hit, deals 1d6 acid damage.
Flayed worm (Mature)
Medium-Sized Aberration
Hit-Dice: 6d8+12 (49hp)
Initiative: +6 (+2 dex +4 Improved initiative)
AC: 18 (+2 dex +0 size +6 Nat.AC)
Base attack/Grapple: +4/+4
Attack: Bite + 4 melee (1d8)
Full attack: Bite +4 melee (1d8) or 5 Tentacles -1 melee (1d3) or Tail -1 melee (1d3 + 1d8 Acid)
Reach: 5ft by 5ft/5ft
Special attacks: Improved grab, extract
Special qualities: Illithid speech, Acid spill
Saves: Fort +2 Ref +5 Will +5
Abilities: Str 11 Dex 15 Con 12 Int 18 Wis 20 Cha 10
Skills: Hide+2, Jump+10, Move silently+2 spot+4 listen+4
Feats: Weapon Finesse (Bite, Tail) Alertness, Lightning reflex, Improved initiative
Climate or terrain: Warm marsh, underground
Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young)
Challenge rating: 5
Treasure: None
Alignment: Always evil
Advancement: Special
Flayed worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures.
With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flayed worms can jump high and often surprise large creatures. Young Flayed worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flayed worms life is spent not getting killed and the rest is eating, after an attack on their lair Flayed worms will sit perfectly still digesting flesh they have bitten of or brain tissue.
Combat:
Once encountered, Flayed worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head.
Improved Grab (Ex): To use this ability, the Flayed worm must hit a Small to Large Creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flayed worm can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flayed worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flayed worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): A Flayed worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is Huge or larger the process takes +1 rounds for ever Size category larger then large.
Tail (Ex) The tail, on successful hit, deals 1d8 acid damage.
Illithid speech (Su) Flayed worms may speak telepathically to any Illithid
Acid spill (Ex) Once a Flayed worm is killed a pool of corrosive acid accumulates in the square it was on. This Acid can burn through only organic materials.
Flayed worm (Adult)
Large Aberration
Hit-Dice: 10d8+30 (120 hp)
Initiative: +1 (+1 dex)
AC: 18 (+1 dex -1 size +8 Nat.AC)
Base attack/Grapple: +7/+13
Attack: Bite + 10 melee (2d6+4)
Full attack: Bite +10 melee (2d6+4) or 5 Tentacles +5 melee (1d4+4) Tail +5 melee (1d6 +4 +1d12 acid)
Space/Reach: 10ft/10ft
Special attacks: Improved grab, extract, Tail sear, spring attack, blindfight
Special qualities: Illithid speech, Acid spill
Saves: Fort +4 Ref +4 Will +6
Abilities: Str 18 Dex 12 Con 17 Int 18 Wis 22 Cha 10
Skills: Hide+2, Jump+10, Move silently+2 spot+0 listen+12
Feats: Alertness, Lightning reflexes, Power attack, Blindfight
Climate or terrain: Warm marsh, underground
Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young)
Challenge rating: 7
Treasure: None
Alignment: Always evil
Advancement: special
Flayed worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures.
With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flayed worms can jump high and often surprise large creatures. Young Flayed worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flayed worms life is spent not getting killed and the rest is eating, after an attack on their lair Flayed worms will sit perfectly still digesting flesh they have bitten of or brain tissue.
Combat:
Once encountered, Flayed worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head.
Improved Grab (Ex): To use this ability, the Flayed worm must hit a Medium-sized to Huge creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flayed worm can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flayed worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flayed worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): A Flayed worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is large or larger the process takes +1 rounds for ever Size category larger then Huge.
Tail (Ex) The tail, on successful hit, deals 2d4 acid damage
Illithid speech (Su) Flayed worms may speak telepathically to any Illithid
Acid spill (Ex) Once a Flayed worm is killed a pool of corrosive acid accumulates in a 10 ft square that can dissolve organic material and metals.
First up the Flayed worm; I decided to keep them as seperate age groups, but refine it.
Flayed worm (Young)
Small Aberration
Hit-dice: 1d8 (4hp)
Initiative: 7 (+3 dex +4 improved initiative)
AC: 17 (+3 Dex, +1 size, +3 Nat. armour)
Base attack/Grapple: +0/-4
Attack: Bite +5 melee (1d6)
Full Attack: Bite -1 melee (1d6-2) or 5 Tentacles -6 melee (1d2-2) or Tail -6 melee (1d2-2 +1d6 acid)
SpaceReach: 5 ft./5 ft.
Special attacks: Improved grab, extract,
Special qualities: Illithid speech
Saves: Fort +1 Ref +4 Will +5
Abilities: Str 7 Dex 17 Con 10 Int 17 Wis 19 Cha 10
Skills: Hide+2, Jump+10, Move silently+2 spot+14 listen+6
Feats: Weapon Finesse (Bite, Tail) Alertness
Climate or terrain: Warm marsh, underground
Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young )
Challenge rating: 2
Treasure: None
Alignment: Always evil
Advancement: Special
Flayed worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles, they are at least 3 ft long snake like creatures.
With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flayed worms can jump high and often surprise large creatures. Young Flayed worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flayed worms life is spent not getting killed and the rest is eating, after an attack on their lair Flayed worms will sit perfectly still digesting flesh they have bitten of or brain tissue.
Combat:
Once encountered, Flayed worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head.
Improved Grab (Ex): To use this ability, the Flayed worm must hit a Tiny to Medium-sized creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flayed worm can grab a Large or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flayed worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flayed worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): A Flayed worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is large or larger the process takes +1 rounds for ever Size category larger then large.
Tail (Ex) The tail, on successful hit, deals 1d6 acid damage.
Flayed worm (Mature)
Medium-Sized Aberration
Hit-Dice: 6d8+12 (49hp)
Initiative: +6 (+2 dex +4 Improved initiative)
AC: 18 (+2 dex +0 size +6 Nat.AC)
Base attack/Grapple: +4/+4
Attack: Bite + 4 melee (1d8)
Full attack: Bite +4 melee (1d8) or 5 Tentacles -1 melee (1d3) or Tail -1 melee (1d3 + 1d8 Acid)
Reach: 5ft by 5ft/5ft
Special attacks: Improved grab, extract
Special qualities: Illithid speech, Acid spill
Saves: Fort +2 Ref +5 Will +5
Abilities: Str 11 Dex 15 Con 12 Int 18 Wis 20 Cha 10
Skills: Hide+2, Jump+10, Move silently+2 spot+4 listen+4
Feats: Weapon Finesse (Bite, Tail) Alertness, Lightning reflex, Improved initiative
Climate or terrain: Warm marsh, underground
Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young)
Challenge rating: 5
Treasure: None
Alignment: Always evil
Advancement: Special
Flayed worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures.
With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flayed worms can jump high and often surprise large creatures. Young Flayed worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flayed worms life is spent not getting killed and the rest is eating, after an attack on their lair Flayed worms will sit perfectly still digesting flesh they have bitten of or brain tissue.
Combat:
Once encountered, Flayed worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head.
Improved Grab (Ex): To use this ability, the Flayed worm must hit a Small to Large Creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flayed worm can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flayed worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flayed worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): A Flayed worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is Huge or larger the process takes +1 rounds for ever Size category larger then large.
Tail (Ex) The tail, on successful hit, deals 1d8 acid damage.
Illithid speech (Su) Flayed worms may speak telepathically to any Illithid
Acid spill (Ex) Once a Flayed worm is killed a pool of corrosive acid accumulates in the square it was on. This Acid can burn through only organic materials.
Flayed worm (Adult)
Large Aberration
Hit-Dice: 10d8+30 (120 hp)
Initiative: +1 (+1 dex)
AC: 18 (+1 dex -1 size +8 Nat.AC)
Base attack/Grapple: +7/+13
Attack: Bite + 10 melee (2d6+4)
Full attack: Bite +10 melee (2d6+4) or 5 Tentacles +5 melee (1d4+4) Tail +5 melee (1d6 +4 +1d12 acid)
Space/Reach: 10ft/10ft
Special attacks: Improved grab, extract, Tail sear, spring attack, blindfight
Special qualities: Illithid speech, Acid spill
Saves: Fort +4 Ref +4 Will +6
Abilities: Str 18 Dex 12 Con 17 Int 18 Wis 22 Cha 10
Skills: Hide+2, Jump+10, Move silently+2 spot+0 listen+12
Feats: Alertness, Lightning reflexes, Power attack, Blindfight
Climate or terrain: Warm marsh, underground
Organization: Hive (5-17 medium-sized, 1-2 old, 2-5 young)
Challenge rating: 7
Treasure: None
Alignment: Always evil
Advancement: special
Flayed worms seem to be the concoction of an evil wizard tampering with Mind flayer tadpoles; they are at least 3 ft long snake like creatures.
With a round mouth and 5 tentacles, it resembles a mindflayer, around a contractible moth. It has a long (1/3 of the body) flat end of the tail, that seem to be webbed spikes. Flayed worms can jump high and often surprise large creatures. Young Flayed worms have 10's of eyes along it, these fall of at the advancement to medium-sized to 4 eyes around the mouth, these are dirty cream to yellow with almost no pupil, At the size large they have no eyes. Most of a Flayed worms life is spent not getting killed and the rest is eating, after an attack on their lair Flayed worms will sit perfectly still digesting flesh they have bitten of or brain tissue.
Combat:
Once encountered, Flayed worms swarm and jump at the attacking character, and latch on where ever they can, though most go straight for the head.
Improved Grab (Ex): To use this ability, the Flayed worm must hit a Medium-sized to Huge creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent’s head. A Flayed worm can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. After a successful grab, the Flayed worm can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the Flayed worm gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract (Ex): A Flayed worm that begins its turn with all 5 tentacles attached and successfully maintains its hold automatically cuts through an opponents head, in the next round it extracts the opponent’s brain, instantly killing that creature, if the creature is large or larger the process takes +1 rounds for ever Size category larger then Huge.
Tail (Ex) The tail, on successful hit, deals 2d4 acid damage
Illithid speech (Su) Flayed worms may speak telepathically to any Illithid
Acid spill (Ex) Once a Flayed worm is killed a pool of corrosive acid accumulates in a 10 ft square that can dissolve organic material and metals.
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