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<blockquote data-quote="the Jester" data-source="post: 5755983" data-attributes="member: 1210"><p>A new addition to the list, including monsters from a lvl 4 minion all the way up to epic level: Worms! (Several of which are technically not actually worms, but hey.)</p><p></p><p>For the record, the nematodean is completely homebrewed, but those of you who followed my epic 3e story hour may recognize it; somewhere I have its 3e stats posted here on ENWorld, too, and it earned its CR 21 or whatever it was!</p><p></p><p>And yes, I do have the penis monster from the 3e <em>Fiend Folio</em> in here.</p><p></p><p><span style="font-size: 12px"><strong>WORM </strong></span><strong> </strong></p><p><strong>Source: </strong>1e Fiend Folio (giant bloodworm); 3e Fiend Folio (lucent worm, century worm); 3e Libris Mortis (giant maggot); 1e Monster Manual 2 (tunnel worm, tenebrous worm)</p><p> </p><p>There are many different types of dangerous worms, from the lowly rot grub to the great nematodean. The legendary purple worm, of course, is the archetypical example. Dangerous worms' characteristics vary greatly by type, but they are usually extremely stupid. Dangerous worms almost always require a diet of flesh or blood; however, there are exceptions, especially those worms from other planes or the worms of Chaos unleashed upon Cydra centuries ago.</p><p></p><p><strong>Giant Maggot Level 4 Minion Brute</strong> </p><p>Small natural beast XP 175 </p><p>HP 1; a missed attack never damages a minion Initiative +1</p><p>AC 16; Fortitude 18; Reflex 14; Will 16 Perception +3</p><p>Speed 5</p><p>Immune disease</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Bite * At Will</p><p> Attack: Melee 1 (one creature); +9 vs. AC.</p><p> Hit: 6 damage.</p><p></p><p>TRIGGERED ACTIONS </p><p> </p><p>(close) Sickening Pop * At Will</p><p> Trigger: The giant maggot is reduced to 0 hit points.</p><p> Attack (No Action): Close burst 1 (each creature in burst); +5 vs. Will.</p><p> Hit: The target is weakened until the end of its next turn.</p><p>---</p><p>Str 15 Dex 8 Wis 12</p><p>Con 18 Int 1 Cha 7 </p><p>Alignment unaligned Languages -</p><p></p><p><strong>Giant Bloodworm Level 8 Elite Brute </strong> </p><p>Large natural beast XP 700 </p><p> Giant bloodworms often lurk in wait below the surface of a body of water, where it strongly resembles a submerged log. </p><p>HP 220; Bloodied 110 Initiative +2</p><p>AC 19; Fortitude 24; Reflex 18; Will 20 Perception +6</p><p>Speed 4, burrow 3, swim 6 Tremorsense 10</p><p>Saving Throws +2; Action Points 1</p><p></p><p>TRAITS </p><p>Lightning Writhe</p><p> When the giant bloodworm takes lightning damage, it is slowed until the end of its next turn.</p><p></p><p>Bloody Surge</p><p> While the giant bloodworm is bloodied, at the start of its turn it gains a +2 bonus to attack rolls and a bonus of +2d6 to damage until the start of its next turn. It also takes 5 damage unless it has a creature grabbed with leeching bite.</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Bite * At Will</p><p> Attack: Melee 1 (one creature); +13 vs. AC.</p><p> Hit: 4d6+6 damage.</p><p></p><p>(melee) Leeching Bite (healing) * At Will</p><p> Attack: Melee 1 (one creature); +13 vs. AC.</p><p> Hit: 4d6+6 damage, and the target is grabbed (escape DC 16). While the target is grabbed, it takes 10 damage and the bloodworm regains 5 hit points at the start of the target's turn. While the giant bloodworm has the target grabbed, the only standard action it can take is to use leeching bite against the grabbed target.</p><p></p><p>TRIGGERED ACTIONS</p><p></p><p>(close) Bloody Spray * Recharge when first bloodied</p><p> Trigger: The bloodworm is hit by a melee attack.</p><p> Attack (Immediate Reaction): Close blast 2 (the triggering attacker); +11 vs. Reflex.</p><p> Hit: The target is blinded (save ends).</p><p>---</p><p>Skills Stealth +7</p><p>Str 14 Dex 7 Wis 14</p><p>Con 20 Int 2 Cha 5 </p><p>Alignment unaligned Languages -</p><p></p><p><strong>Tunnel Worm Level 9 Lurker </strong> </p><p>Medium natural beast XP 400 </p><p> The tunnel worm is technically closer to a centipede than a worm, but so the vagaries of monster nomenclature go. Armored in shiny black chitin, the tunnel worm prefers to lair in narrow passages that restrict movement (and often grant it combat advantage) and is adept at striking very quickly. Tunnel worms are found underground, from shallow dungeons beneath abandoned keeps to the depths of the Underdark.</p><p> </p><p>A tunnel worm typically digs its lair perpendicular to a passageway or the wall of a chamber, then lays in wait for prey to pass by its tunnel, seizing it and retreating into its lair with its meal. If the prey is too large to pull into the tunnel, the tunnel worm chews bits off until it can fit.</p><p>HP 75; Bloodied 37 Initiative +13</p><p>AC 23; Fortitude 21; Reflex 23; Will 21 Perception +7</p><p>Speed 8 Darkvision</p><p></p><p>TRAITS </p><p>Tunnel Movement</p><p> A tunnel worm takes no penalties and does not grant combat advantage when squeezing. It can squeeze into an area sized for a tiny creature as long as there is at least one additional square that the tunnel worm can occupy adjacent to it.</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Bite * At Will</p><p> Attack: Melee 1 (one creature); +14 vs. AC.</p><p> Hit: 2d8+8 damage.</p><p></p><p>(melee) Sudden Lunge * At Will</p><p> Requirement: The tunnel worm must be squeezing and must not be grabbing a creature.</p><p> Attack: Melee 3 (one creature); +14 vs. AC.</p><p> Hit: 3d8+8 damage and the tunnel worm pulls the target up to 3 squares. If the target ends this pull adjacent to the tunnel worm, the tunnel worm grabs the target (escape DC 17).</p><p>---</p><p>Str 18 Dex 20 Wis 16</p><p>Con 15 Int 3 Cha 11 </p><p>Alignment unaligned Languages -</p><p></p><p><strong>Lucent Worm Level 12 Lurker</strong> </p><p>Huge fey beast XP 700 </p><p> A lucent worm is extraordinarily good at concealing itself, especially for such a large and clumsy beast. However, it is semitransparent at the best of times, and the millions of tiny cilia that cover it aid it in moving in quick and versatile ways.</p><p>HP 97; Bloodied 48 Initiative +9</p><p>AC 26; Fortitude 26; Reflex 22; Will 24 Perception +6</p><p>Speed 8, burrow 6, swim 6 Tremorsense 10</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Bite * At Will</p><p> Attack: Melee 2 (one creature); +17 vs. AC.</p><p> Hit: 2d8+11 damage.</p><p></p><p>(melee) Paralyzing Bite * At Will</p><p> Requirement: The lucent worm must be invisible or hidden from the target.</p><p> Attack: Melee 2 (one creature); +17 vs. AC.</p><p> Hit: 3d8+12 damage and the target is immobilized (save ends).</p><p> Second Failed Save: The target is instead stunned (save ends).</p><p></p><p>Lucent Fade * At Will</p><p> Effect: The lucent worm becomes invisible and gains phasing until the end of its next turn or until it attacks. </p><p>---</p><p>Skills Stealth +13</p><p>Str 22 Dex 9 Wis 10</p><p>Con 19 Int 1 Cha 9</p><p>Alignment unaligned Languages -</p><p></p><p><strong>Tenebrous Worm Level 12 Soldier </strong></p><p>Large shadow beast XP 700 </p><p> The tenebrous worm is a predator from the Shadowfell. Its head and forebody are covered with stiff bristles; its hind portion is naked, exposing a dull, dead grey skin. The creature's eyes are multifaceted and seem to swim with shades of grey, while its great maw is flanked by mandibles of a pearly grey; occasionally, eccentric collectors have been willing to pay for an undamaged set. The tenebrous worm's underbody has a series of bulges on it, suggestive of caterpillar legs; this had led some sages to suggest that the tenebrous worm may be the larval form of some other Shadowfell hunter.</p><p>HP 120; Bloodied 60 Initiative +12</p><p>AC 28; Fortitude 24; Reflex 24; Will 24 Perception +9</p><p>Speed 7 Darkvision</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Mandibles (acid, necrotic) * At Will</p><p> Attack: Melee 1 (one creature); +17 vs. AC.</p><p> Hit: 1d10+5 damage plus 3d6 acid and necrotic damage.</p><p></p><p>TRIGGERED ACTIONS </p><p> </p><p>(melee) Gloom Bristles (poison) * At Will</p><p> Trigger: An adjacent enemy makes a melee attack against the tenebrous worm.</p><p> Attack (Opportunity Action): Melee 1 (the triggering creature); +15 vs. Reflex.</p><p> Hit: 2d6+3 poison damage and the target is slowed and cannot shift (save ends both).</p><p>---</p><p>Str 22 Dex 18 Wis 16</p><p>Con 16 Int 3 Cha 11 </p><p>Alignment unaligned Languages -</p><p></p><p><strong>Century Worm Level 15 Soldier </strong> </p><p>Huge natural beast XP 1,200 </p><p> A century worm is a gigantic worm with a voracious appetite. The monster takes its name from the fact that it takes a full century to grow to its adult size, but its larvae can be dangerous on their own. They dwell in its gut and sometimes emerge from its maw when the beast is under stress.</p><p>HP 148; Bloodied 74 Initiative +7</p><p>AC 31; Fortitude 30; Reflex 25; Will 25 Perception +7</p><p>Speed 8, burrow 4, swim 4 Tremorsense 20</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Bite * At Will</p><p> Requirement: The century worm may not have a creature grabbed.</p><p> Attack: Melee 2 (one creature); +20 vs. AC.</p><p> Hit: 4d6+9 damage and the target is grabbed (escape DC 22).</p><p></p><p>(melee) Slobbering Gulp (acid) * At Will</p><p> Attack: Melee 2 (one creature grabbed by the century worm); +18 vs. Reflex.</p><p> Hit: 4d10+1 acid damage and the target is swallowed (escape DC 24). While swallowed, the target takes ongoing 10 acid damage, plus see wriggling progeny. It has line of sight and line of effect only to the century worm, and no other creature has line of sight or line of effect to the target. When the target escapes or the century worm dies, the target reappears in a space adjacent to the century worm.</p><p></p><p>MINOR ACTIONS </p><p> </p><p>(close) Distracting Keen * At Will</p><p> Requirement: The century worm may not have a creature grabbed.</p><p> Attack: Close burst 2 (each creature in burst); +16 vs. Will.</p><p> Hit: The century worm marks the target (save ends).</p><p></p><p>TRIGGERED ACTIONS </p><p> </p><p>Acid Reflux * Recharge when first bloodied</p><p> Trigger: The century worm takes at least 20 acid damage.</p><p> Effect (Immediate Reaction): The century worm vomits up 2 century worm larvae in unoccupied spaces adjacent to the worm (if there is no adjacent unoccupied space, the larvae appear in the nearest unoccupied space). (These larvae are worth full normal xp.)</p><p></p><p>(melee) Wriggling Progeny * At Will</p><p> Trigger: A creature swallowed by the century worm starts its turn.</p><p> Effect (Opportunity Action): 1d4 century worm larvae within the worm make melee basic attacks on the triggering creature.</p><p>---</p><p>Str 23 Dex 7 Wis 11</p><p>Con 20 Int 1 Cha 2 </p><p>Alignment unaligned Languages -</p><p></p><p><strong>Century Worm Larva Level 15 Minion Soldier </strong> </p><p>Small natural beast XP 300 </p><p>HP 1; a missed attack never damages a minion Initiative +13</p><p>AC 31; Fortitude 25; Reflex 28; Will 26 Perception +7</p><p>Speed 8, burrow 4, swim 4 Tremorsense 20</p><p>Resist 15 acid</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Bite * At Will</p><p> Attack: Melee 1 (one creature); +20 vs. AC.</p><p> Hit: 11 damage.</p><p></p><p>(melee) Spine Burrow * At Will</p><p> Attack: Melee 1 (one helpless creature); +18 vs. Fortitude.</p><p> Hit: 14 damage, and the century worm larva burrows into a Medium or larger target's spine. Unless the target receives a power with the Heal keyword or a Heal check, DC 22, within one hour, the worm cannot be removed without a remove affliction ritual or a Heal check, DC 28 (a failed Heal check drains 4 healing surges from the target and reduces the target to 0 hit points). In 1d4 weeks, the victim dies. The worm slowly grows thereafter, living off the remains for a century before emerging as an adult.</p><p> Miss: The century worm larva dies.</p><p>---</p><p>Str 10 Dex 19 Wis 11</p><p>Con 16 Int 1 Cha 2 </p><p>Alignment unaligned Languages -</p><p></p><p><strong>Nematodean Level 21 Solo Brute </strong> </p><p>Gargantuan natural beast XP 16,000 </p><p> A nematodean is an immense and ancient worm. These dumb brutes are incredibly dangerous, as a single one can be split into many, equally-powerful nematodeans that are also able to split. These things are all locked in an ancient sleep, but if the seals leading to a nematodean's chamber are broken it will awaken. After a period of devastating activity, the great worm falls back into a sleep that lasts for decades or centuries, but no longer sealed away, it will awaken again to threaten the area it dwells in. </p><p>HP 726; Bloodied 363 Initiative +10</p><p>AC 34; Fortitude 37; Reflex 30; Will 33 Perception +16</p><p>Speed 5, burrow 3 Tremorsense 20</p><p>Immune daze, stun </p><p>Saving Throws +5; Action Points 2</p><p></p><p>TRAITS </p><p>Mindless </p><p> The nematodean gains a +5 bonus to its defenses against effects with the Charm, Fear or Psychic keyword.</p><p></p><p>Regeneration</p><p> The nematodean regains 10 hit points whenever it starts its turn and has at least 1 hit point. When the nematodean takes fire or acid damage, its regeneration does not function on its next turn.</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Crush * At Will</p><p> Attack: Melee 2 (one creature); +24 vs. Fortitude.</p><p> Hit: 4d12+10 damage and the target falls prone.</p><p></p><p>(melee) Crushing Surge * At Will</p><p> Effect: The nematodean moves its speed. It may enter enemy spaces during this movement and may end the move in occupied squares. As it moves, it makes the following attack once against each target.</p><p> Attack: Melee 0 (each creature whose space the nematodean enters); +22 vs. Fortitude. </p><p> Hit: 4d8+9 damage and the nematodean pushes the target to the nearest unoccupied space.</p><p></p><p>TRIGGERED ACTIONS </p><p> </p><p>Split * Special</p><p> Trigger: The nematodean is reduced to 600 hit points for the first time in the encounter or 300 hit points for the first time in the encounter.</p><p> Effect (No Action): The nematodean splits in two. A second nematodean appears in unoccupied space adjacent to the nematodean; if there is no unoccupied space large enough for the new nematodean to appear, it makes a crushing surge attack as a free action. Each nematodean has half the original's hit points + 50. Each nematodean has the same statistics as the original, including this trait. The xp value of a nematodean includes the value of up to three additional nematodeans created via this power.</p><p></p><p>Writhing Thrash * Recharge when the nematodean uses split</p><p> Trigger: The nematodean is damaged by a close or melee attack.</p><p> Attack (Immediate Reaction): Melee 2 (the attacking creature); +24 vs. Fortitude. </p><p> Hit: 2d8+6 damage and the nematodean pushes the target 3 squares.</p><p>---</p><p>Str 26 Dex 10 Wis 22</p><p>Con 24 Int 1 Cha 8</p><p>Alignment unaligned Languages -</p></blockquote><p></p>
[QUOTE="the Jester, post: 5755983, member: 1210"] A new addition to the list, including monsters from a lvl 4 minion all the way up to epic level: Worms! (Several of which are technically not actually worms, but hey.) For the record, the nematodean is completely homebrewed, but those of you who followed my epic 3e story hour may recognize it; somewhere I have its 3e stats posted here on ENWorld, too, and it earned its CR 21 or whatever it was! And yes, I do have the penis monster from the 3e [I]Fiend Folio[/I] in here. [SIZE="3"][B]WORM [/B][/SIZE][B] Source: [/B]1e Fiend Folio (giant bloodworm); 3e Fiend Folio (lucent worm, century worm); 3e Libris Mortis (giant maggot); 1e Monster Manual 2 (tunnel worm, tenebrous worm) There are many different types of dangerous worms, from the lowly rot grub to the great nematodean. The legendary purple worm, of course, is the archetypical example. Dangerous worms' characteristics vary greatly by type, but they are usually extremely stupid. Dangerous worms almost always require a diet of flesh or blood; however, there are exceptions, especially those worms from other planes or the worms of Chaos unleashed upon Cydra centuries ago. [B]Giant Maggot Level 4 Minion Brute[/B] Small natural beast XP 175 HP 1; a missed attack never damages a minion Initiative +1 AC 16; Fortitude 18; Reflex 14; Will 16 Perception +3 Speed 5 Immune disease STANDARD ACTIONS (mbasic) Bite * At Will Attack: Melee 1 (one creature); +9 vs. AC. Hit: 6 damage. TRIGGERED ACTIONS (close) Sickening Pop * At Will Trigger: The giant maggot is reduced to 0 hit points. Attack (No Action): Close burst 1 (each creature in burst); +5 vs. Will. Hit: The target is weakened until the end of its next turn. --- Str 15 Dex 8 Wis 12 Con 18 Int 1 Cha 7 Alignment unaligned Languages - [B]Giant Bloodworm Level 8 Elite Brute [/B] Large natural beast XP 700 Giant bloodworms often lurk in wait below the surface of a body of water, where it strongly resembles a submerged log. HP 220; Bloodied 110 Initiative +2 AC 19; Fortitude 24; Reflex 18; Will 20 Perception +6 Speed 4, burrow 3, swim 6 Tremorsense 10 Saving Throws +2; Action Points 1 TRAITS Lightning Writhe When the giant bloodworm takes lightning damage, it is slowed until the end of its next turn. Bloody Surge While the giant bloodworm is bloodied, at the start of its turn it gains a +2 bonus to attack rolls and a bonus of +2d6 to damage until the start of its next turn. It also takes 5 damage unless it has a creature grabbed with leeching bite. STANDARD ACTIONS (mbasic) Bite * At Will Attack: Melee 1 (one creature); +13 vs. AC. Hit: 4d6+6 damage. (melee) Leeching Bite (healing) * At Will Attack: Melee 1 (one creature); +13 vs. AC. Hit: 4d6+6 damage, and the target is grabbed (escape DC 16). While the target is grabbed, it takes 10 damage and the bloodworm regains 5 hit points at the start of the target's turn. While the giant bloodworm has the target grabbed, the only standard action it can take is to use leeching bite against the grabbed target. TRIGGERED ACTIONS (close) Bloody Spray * Recharge when first bloodied Trigger: The bloodworm is hit by a melee attack. Attack (Immediate Reaction): Close blast 2 (the triggering attacker); +11 vs. Reflex. Hit: The target is blinded (save ends). --- Skills Stealth +7 Str 14 Dex 7 Wis 14 Con 20 Int 2 Cha 5 Alignment unaligned Languages - [B]Tunnel Worm Level 9 Lurker [/B] Medium natural beast XP 400 The tunnel worm is technically closer to a centipede than a worm, but so the vagaries of monster nomenclature go. Armored in shiny black chitin, the tunnel worm prefers to lair in narrow passages that restrict movement (and often grant it combat advantage) and is adept at striking very quickly. Tunnel worms are found underground, from shallow dungeons beneath abandoned keeps to the depths of the Underdark. A tunnel worm typically digs its lair perpendicular to a passageway or the wall of a chamber, then lays in wait for prey to pass by its tunnel, seizing it and retreating into its lair with its meal. If the prey is too large to pull into the tunnel, the tunnel worm chews bits off until it can fit. HP 75; Bloodied 37 Initiative +13 AC 23; Fortitude 21; Reflex 23; Will 21 Perception +7 Speed 8 Darkvision TRAITS Tunnel Movement A tunnel worm takes no penalties and does not grant combat advantage when squeezing. It can squeeze into an area sized for a tiny creature as long as there is at least one additional square that the tunnel worm can occupy adjacent to it. STANDARD ACTIONS (mbasic) Bite * At Will Attack: Melee 1 (one creature); +14 vs. AC. Hit: 2d8+8 damage. (melee) Sudden Lunge * At Will Requirement: The tunnel worm must be squeezing and must not be grabbing a creature. Attack: Melee 3 (one creature); +14 vs. AC. Hit: 3d8+8 damage and the tunnel worm pulls the target up to 3 squares. If the target ends this pull adjacent to the tunnel worm, the tunnel worm grabs the target (escape DC 17). --- Str 18 Dex 20 Wis 16 Con 15 Int 3 Cha 11 Alignment unaligned Languages - [B]Lucent Worm Level 12 Lurker[/B] Huge fey beast XP 700 A lucent worm is extraordinarily good at concealing itself, especially for such a large and clumsy beast. However, it is semitransparent at the best of times, and the millions of tiny cilia that cover it aid it in moving in quick and versatile ways. HP 97; Bloodied 48 Initiative +9 AC 26; Fortitude 26; Reflex 22; Will 24 Perception +6 Speed 8, burrow 6, swim 6 Tremorsense 10 STANDARD ACTIONS (mbasic) Bite * At Will Attack: Melee 2 (one creature); +17 vs. AC. Hit: 2d8+11 damage. (melee) Paralyzing Bite * At Will Requirement: The lucent worm must be invisible or hidden from the target. Attack: Melee 2 (one creature); +17 vs. AC. Hit: 3d8+12 damage and the target is immobilized (save ends). Second Failed Save: The target is instead stunned (save ends). Lucent Fade * At Will Effect: The lucent worm becomes invisible and gains phasing until the end of its next turn or until it attacks. --- Skills Stealth +13 Str 22 Dex 9 Wis 10 Con 19 Int 1 Cha 9 Alignment unaligned Languages - [B]Tenebrous Worm Level 12 Soldier [/B] Large shadow beast XP 700 The tenebrous worm is a predator from the Shadowfell. Its head and forebody are covered with stiff bristles; its hind portion is naked, exposing a dull, dead grey skin. The creature's eyes are multifaceted and seem to swim with shades of grey, while its great maw is flanked by mandibles of a pearly grey; occasionally, eccentric collectors have been willing to pay for an undamaged set. The tenebrous worm's underbody has a series of bulges on it, suggestive of caterpillar legs; this had led some sages to suggest that the tenebrous worm may be the larval form of some other Shadowfell hunter. HP 120; Bloodied 60 Initiative +12 AC 28; Fortitude 24; Reflex 24; Will 24 Perception +9 Speed 7 Darkvision STANDARD ACTIONS (mbasic) Mandibles (acid, necrotic) * At Will Attack: Melee 1 (one creature); +17 vs. AC. Hit: 1d10+5 damage plus 3d6 acid and necrotic damage. TRIGGERED ACTIONS (melee) Gloom Bristles (poison) * At Will Trigger: An adjacent enemy makes a melee attack against the tenebrous worm. Attack (Opportunity Action): Melee 1 (the triggering creature); +15 vs. Reflex. Hit: 2d6+3 poison damage and the target is slowed and cannot shift (save ends both). --- Str 22 Dex 18 Wis 16 Con 16 Int 3 Cha 11 Alignment unaligned Languages - [B]Century Worm Level 15 Soldier [/B] Huge natural beast XP 1,200 A century worm is a gigantic worm with a voracious appetite. The monster takes its name from the fact that it takes a full century to grow to its adult size, but its larvae can be dangerous on their own. They dwell in its gut and sometimes emerge from its maw when the beast is under stress. HP 148; Bloodied 74 Initiative +7 AC 31; Fortitude 30; Reflex 25; Will 25 Perception +7 Speed 8, burrow 4, swim 4 Tremorsense 20 STANDARD ACTIONS (mbasic) Bite * At Will Requirement: The century worm may not have a creature grabbed. Attack: Melee 2 (one creature); +20 vs. AC. Hit: 4d6+9 damage and the target is grabbed (escape DC 22). (melee) Slobbering Gulp (acid) * At Will Attack: Melee 2 (one creature grabbed by the century worm); +18 vs. Reflex. Hit: 4d10+1 acid damage and the target is swallowed (escape DC 24). While swallowed, the target takes ongoing 10 acid damage, plus see wriggling progeny. It has line of sight and line of effect only to the century worm, and no other creature has line of sight or line of effect to the target. When the target escapes or the century worm dies, the target reappears in a space adjacent to the century worm. MINOR ACTIONS (close) Distracting Keen * At Will Requirement: The century worm may not have a creature grabbed. Attack: Close burst 2 (each creature in burst); +16 vs. Will. Hit: The century worm marks the target (save ends). TRIGGERED ACTIONS Acid Reflux * Recharge when first bloodied Trigger: The century worm takes at least 20 acid damage. Effect (Immediate Reaction): The century worm vomits up 2 century worm larvae in unoccupied spaces adjacent to the worm (if there is no adjacent unoccupied space, the larvae appear in the nearest unoccupied space). (These larvae are worth full normal xp.) (melee) Wriggling Progeny * At Will Trigger: A creature swallowed by the century worm starts its turn. Effect (Opportunity Action): 1d4 century worm larvae within the worm make melee basic attacks on the triggering creature. --- Str 23 Dex 7 Wis 11 Con 20 Int 1 Cha 2 Alignment unaligned Languages - [B]Century Worm Larva Level 15 Minion Soldier [/B] Small natural beast XP 300 HP 1; a missed attack never damages a minion Initiative +13 AC 31; Fortitude 25; Reflex 28; Will 26 Perception +7 Speed 8, burrow 4, swim 4 Tremorsense 20 Resist 15 acid STANDARD ACTIONS (mbasic) Bite * At Will Attack: Melee 1 (one creature); +20 vs. AC. Hit: 11 damage. (melee) Spine Burrow * At Will Attack: Melee 1 (one helpless creature); +18 vs. Fortitude. Hit: 14 damage, and the century worm larva burrows into a Medium or larger target's spine. Unless the target receives a power with the Heal keyword or a Heal check, DC 22, within one hour, the worm cannot be removed without a remove affliction ritual or a Heal check, DC 28 (a failed Heal check drains 4 healing surges from the target and reduces the target to 0 hit points). In 1d4 weeks, the victim dies. The worm slowly grows thereafter, living off the remains for a century before emerging as an adult. Miss: The century worm larva dies. --- Str 10 Dex 19 Wis 11 Con 16 Int 1 Cha 2 Alignment unaligned Languages - [B]Nematodean Level 21 Solo Brute [/B] Gargantuan natural beast XP 16,000 A nematodean is an immense and ancient worm. These dumb brutes are incredibly dangerous, as a single one can be split into many, equally-powerful nematodeans that are also able to split. These things are all locked in an ancient sleep, but if the seals leading to a nematodean's chamber are broken it will awaken. After a period of devastating activity, the great worm falls back into a sleep that lasts for decades or centuries, but no longer sealed away, it will awaken again to threaten the area it dwells in. HP 726; Bloodied 363 Initiative +10 AC 34; Fortitude 37; Reflex 30; Will 33 Perception +16 Speed 5, burrow 3 Tremorsense 20 Immune daze, stun Saving Throws +5; Action Points 2 TRAITS Mindless The nematodean gains a +5 bonus to its defenses against effects with the Charm, Fear or Psychic keyword. Regeneration The nematodean regains 10 hit points whenever it starts its turn and has at least 1 hit point. When the nematodean takes fire or acid damage, its regeneration does not function on its next turn. STANDARD ACTIONS (mbasic) Crush * At Will Attack: Melee 2 (one creature); +24 vs. Fortitude. Hit: 4d12+10 damage and the target falls prone. (melee) Crushing Surge * At Will Effect: The nematodean moves its speed. It may enter enemy spaces during this movement and may end the move in occupied squares. As it moves, it makes the following attack once against each target. Attack: Melee 0 (each creature whose space the nematodean enters); +22 vs. Fortitude. Hit: 4d8+9 damage and the nematodean pushes the target to the nearest unoccupied space. TRIGGERED ACTIONS Split * Special Trigger: The nematodean is reduced to 600 hit points for the first time in the encounter or 300 hit points for the first time in the encounter. Effect (No Action): The nematodean splits in two. A second nematodean appears in unoccupied space adjacent to the nematodean; if there is no unoccupied space large enough for the new nematodean to appear, it makes a crushing surge attack as a free action. Each nematodean has half the original's hit points + 50. Each nematodean has the same statistics as the original, including this trait. The xp value of a nematodean includes the value of up to three additional nematodeans created via this power. Writhing Thrash * Recharge when the nematodean uses split Trigger: The nematodean is damaged by a close or melee attack. Attack (Immediate Reaction): Melee 2 (the attacking creature); +24 vs. Fortitude. Hit: 2d8+6 damage and the nematodean pushes the target 3 squares. --- Str 26 Dex 10 Wis 22 Con 24 Int 1 Cha 8 Alignment unaligned Languages - [/QUOTE]
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