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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 5532186" data-attributes="member: 2795"><p><strong>Durgankhar</strong></p><p></p><p><span style="color: limegreen">Ahead, the ground squirms. You raise your continual flame high, and the spreading circle of light reveals that thousands -- tens of thousands -- of worms cover the cavern's floor. They wriggle and writhe in a grotesque parody of carpet. You see clearly that the closest worms have heads that split into four-part, hooked mandibles. Then, as you watch, the swarm starts to bubble and rise. Before your widening eyes, it coalesces into the shape of a huge winged lizard.</span></p><p></p><p>[sblock=Durgankhar]Durgankhar is an adult green dragon who struck dark pacts with evil powers, thus becoming a <a href="http://www.d20pfsrd.com/bestiary/monster-listings/templates/worm-that-walks-cr-2" target="_blank">worm that walks</a>. It is no longer a dragon, but instead lives as a monstrous conglomeration of verminous worms gifted with unholy vitality.</p><p></p><p><strong>Durgankhar</strong></p><p><strong>CR</strong> 14; <strong>XP</strong> 38,400</p><p>LE Huge vermin (air, augmented dragon)</p><p><strong>Init</strong> +2; <strong>Senses</strong> blindsight 30 ft., dragon senses, Perception +33</p><p><strong>Aura</strong> frightful presence (180 ft., Will DC 20)</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 13, touch 13, flat-footed 11 (+2 Dex, +3 insight, -2 size)</p><p><strong>hp</strong> 172 (15d8+75); <strong>fast healing</strong> 14</p><p><strong>Fort</strong> +16, <strong>Ref</strong> +11, <strong>Will</strong> +14</p><p><strong>DR</strong> 15/--; <strong>Immune</strong> acid, critical hits, disease, flanking, paralysis, poison, sleep, worm that walks traits; <strong>SR</strong> 23</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 40 ft., fly 200 ft. (poor), swim 40 ft.</p><p><strong>Melee</strong> slam +17 (1d8+24 plus grab/19-20)</p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Special Attacks</strong> breath weapon (50-ft. cone, Ref DC 24, 12d6 acid), crush (Small creatures, Ref DC 24, 2d8+12), engulf (3d6+12), squirming embrace (3d6+12 plus nauseated, DC 24)</p><p><strong>Spell-Like Abilities (CL 15th):</strong></p><p>At will - <em>charm person</em> (DC 14), <em>entangle</em> (DC 14), <em>suggestion</em> (DC 16)</p><p><strong>Spells Known (CL 5th):</strong></p><p>2nd (5/day) - <em>bull's endurance, mirror image</em></p><p>1st (7/day) - <em>shield, silent image</em> (DC 14), <em>touch of gracelessness</em> (DC 14), <em>true strike</em></p><p>0 (at will) - <em>dancing lights, detect magic, ghost sound, mage hand, message, prestidigitation[/b]</em></p><p><em><em><strong>N.B.</strong></em> Durgankhar slam attack includes a -4 attack roll/+12 damage modifier from Power Attack. This attack roll modifier is applied to its CMB as well.</em></p><p><em></em></p><p><em>STATISTICS</em></p><p><em><strong>Str</strong> 27, <strong>Dex</strong> 14, <strong>Con</strong> 25, <strong>Int</strong> 16, <strong>Wis</strong> 17, <strong>Cha</strong> 16</em></p><p><em><strong>Base Atk</strong> +15; <strong>CMB</strong> +21 (+29 grapple); <strong>CMD</strong> 44 (48 vs. trip)</em></p><p><em><strong>Feats</strong> Alertness, Cleave, Die Hard (B), Flyby Attack, Great Cleave, Improved Critical (slam), Iron Will, Power Attack</em></p><p><em><strong>Skills</strong> Fly +12, Knowledge (arcane) +21, Knowledge (nature) +21, Perception +33, Sense Motive +13, Spellcraft +21, Stealth +20, Survival +21, Swim +34, Use Magic Device +21; <strong>Racial Modifiers</strong> +8 Perception, Sense Motive, and Stealth</em></p><p><em><strong>Languages</strong> Common, Draconic, Elven, Sylvan</em></p><p><em></em></p><p><em>SPECIAL ABILITIES</em></p><p><em><strong>Discorporate (Su):</strong> Durgankhar can collapse into a shapeless swarm of worms as a free action. All held, worn, and carried items fall, and its Strength score drops to 1. Durgankhar functions as a true swarm while discorporated, with a reach of 0 feet (its space remains unchanged). While discorporated, Durgankhar loses all of its defensive abilities and gains all of the standard swarm traits. It loses its slam attacks and all special abilities and special attacks, but can make a swarm attack that deals damage equal to its engulf attack. Durgankhar can reform into its true form (including equipping all gear in reach) as a full-round action as long as it has at least 1 hit point.</em></p><p><em></em></p><p><em><strong>Squirming Embrace (Ex):</strong> If Durgankhar grapples a foe, as a swift action, it can cause a swarm of worms to squirm over the grappled creature. These worms deal automatic swarm damage with no attack roll needed. If a creature takes damage from the swarm, it is also subject to the swarm’s distraction ability, and must make a DC Fortitude save or be nauseated for 1 round. The save is Constitution-based.</em></p><p><em></em></p><p><em>Durgankhar can only have one embraced target at a time, but it does not have to continue grappling in order to maintain the embrace. If Durgankhar moves more than 5 feet from the swarm or dismisses the swarm (a free action), the swarm dies. Any area attack that damages the swarm or any severe or stronger wind effect that affects the swarm’s target kills it.</em></p><p><em></em></p><p><em><strong>Trackless Step (Ex):</strong> Durgankhar does not leave a trail in natural surroundings and cannot be tracked. A green dragon can choose to leave a trail, if it so desires.</em></p><p><em></em></p><p><em><strong>Water Breathing (Ex):</strong> Durgankhar can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.</em></p><p><em></em></p><p><em><strong>Woodland Stride (Ex):</strong> Durgankhar can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally.</em></p><p><em></em></p><p><em><strong>Worm that Walks Traits:</strong> Durgankhar has no discernible anatomy, and is not subject to critical hits or flanking. Reducing Durgankhar to 0 hit points causes it to discorporate (see above). Durgankhar is staggered at 0 hit points, and at negative hit points is dying. Durgankhar is immune to any physical spell or effect that targets a specific number of creatures (including single-target spells such as <em>disintegrate</em>), with the exception of such spells and effects generated by Durgankhar itself, which treat Durgankhar as one single creature if it so chooses. Mind-affecting effects that target single creatures function normally against Durgankhar, since the creature’s individual components share a hive mind. Durgankhar takes half again as much damage (+50%) from damaging area effects, such as <em>fireball</em> and splash weapons. Durgankhar is susceptible to high winds. Treat Durgankhar as a Fine creature for the purposes of determining wind effects.</em></p><p><em>[/sblock]</em></p></blockquote><p></p>
[QUOTE="Mark Chance, post: 5532186, member: 2795"] [b]Durgankhar[/b] [color=limegreen]Ahead, the ground squirms. You raise your continual flame high, and the spreading circle of light reveals that thousands -- tens of thousands -- of worms cover the cavern's floor. They wriggle and writhe in a grotesque parody of carpet. You see clearly that the closest worms have heads that split into four-part, hooked mandibles. Then, as you watch, the swarm starts to bubble and rise. Before your widening eyes, it coalesces into the shape of a huge winged lizard.[/color] [sblock=Durgankhar]Durgankhar is an adult green dragon who struck dark pacts with evil powers, thus becoming a [url=http://www.d20pfsrd.com/bestiary/monster-listings/templates/worm-that-walks-cr-2]worm that walks[/url]. It is no longer a dragon, but instead lives as a monstrous conglomeration of verminous worms gifted with unholy vitality. [b]Durgankhar[/b] [b]CR[/b] 14; [b]XP[/b] 38,400 LE Huge vermin (air, augmented dragon) [b]Init[/b] +2; [b]Senses[/b] blindsight 30 ft., dragon senses, Perception +33 [b]Aura[/b] frightful presence (180 ft., Will DC 20) DEFENSE [b]AC[/b] 13, touch 13, flat-footed 11 (+2 Dex, +3 insight, -2 size) [b]hp[/b] 172 (15d8+75); [b]fast healing[/b] 14 [b]Fort[/b] +16, [b]Ref[/b] +11, [b]Will[/b] +14 [b]DR[/b] 15/--; [b]Immune[/b] acid, critical hits, disease, flanking, paralysis, poison, sleep, worm that walks traits; [b]SR[/b] 23 OFFENSE [b]Speed[/b] 40 ft., fly 200 ft. (poor), swim 40 ft. [b]Melee[/b] slam +17 (1d8+24 plus grab/19-20) [b]Space[/b] 15 ft.; [b]Reach[/b] 10 ft. [b]Special Attacks[/b] breath weapon (50-ft. cone, Ref DC 24, 12d6 acid), crush (Small creatures, Ref DC 24, 2d8+12), engulf (3d6+12), squirming embrace (3d6+12 plus nauseated, DC 24) [b]Spell-Like Abilities (CL 15th):[/b] At will - [i]charm person[/i] (DC 14), [i]entangle[/i] (DC 14), [i]suggestion[/i] (DC 16) [b]Spells Known (CL 5th):[/b] 2nd (5/day) - [i]bull's endurance, mirror image[/i] 1st (7/day) - [i]shield, silent image[/i] (DC 14), [i]touch of gracelessness[/i] (DC 14), [i]true strike[/i] 0 (at will) - [i]dancing lights, detect magic, ghost sound, mage hand, message, prestidigitation[/b] [i][b]N.B.[/b][/i][b][/b] Durgankhar slam attack includes a -4 attack roll/+12 damage modifier from Power Attack. This attack roll modifier is applied to its CMB as well. STATISTICS [b]Str[/b] 27, [b]Dex[/b] 14, [b]Con[/b] 25, [b]Int[/b] 16, [b]Wis[/b] 17, [b]Cha[/b] 16 [b]Base Atk[/b] +15; [b]CMB[/b] +21 (+29 grapple); [b]CMD[/b] 44 (48 vs. trip) [b]Feats[/b] Alertness, Cleave, Die Hard (B), Flyby Attack, Great Cleave, Improved Critical (slam), Iron Will, Power Attack [b]Skills[/b] Fly +12, Knowledge (arcane) +21, Knowledge (nature) +21, Perception +33, Sense Motive +13, Spellcraft +21, Stealth +20, Survival +21, Swim +34, Use Magic Device +21; [b]Racial Modifiers[/b] +8 Perception, Sense Motive, and Stealth [b]Languages[/b] Common, Draconic, Elven, Sylvan SPECIAL ABILITIES [b]Discorporate (Su):[/b] Durgankhar can collapse into a shapeless swarm of worms as a free action. All held, worn, and carried items fall, and its Strength score drops to 1. Durgankhar functions as a true swarm while discorporated, with a reach of 0 feet (its space remains unchanged). While discorporated, Durgankhar loses all of its defensive abilities and gains all of the standard swarm traits. It loses its slam attacks and all special abilities and special attacks, but can make a swarm attack that deals damage equal to its engulf attack. Durgankhar can reform into its true form (including equipping all gear in reach) as a full-round action as long as it has at least 1 hit point. [b]Squirming Embrace (Ex):[/b] If Durgankhar grapples a foe, as a swift action, it can cause a swarm of worms to squirm over the grappled creature. These worms deal automatic swarm damage with no attack roll needed. If a creature takes damage from the swarm, it is also subject to the swarm’s distraction ability, and must make a DC Fortitude save or be nauseated for 1 round. The save is Constitution-based. Durgankhar can only have one embraced target at a time, but it does not have to continue grappling in order to maintain the embrace. If Durgankhar moves more than 5 feet from the swarm or dismisses the swarm (a free action), the swarm dies. Any area attack that damages the swarm or any severe or stronger wind effect that affects the swarm’s target kills it. [b]Trackless Step (Ex):[/b] Durgankhar does not leave a trail in natural surroundings and cannot be tracked. A green dragon can choose to leave a trail, if it so desires. [b]Water Breathing (Ex):[/b] Durgankhar can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged. [b]Woodland Stride (Ex):[/b] Durgankhar can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally. [b]Worm that Walks Traits:[/b] Durgankhar has no discernible anatomy, and is not subject to critical hits or flanking. Reducing Durgankhar to 0 hit points causes it to discorporate (see above). Durgankhar is staggered at 0 hit points, and at negative hit points is dying. Durgankhar is immune to any physical spell or effect that targets a specific number of creatures (including single-target spells such as [i]disintegrate[/i]), with the exception of such spells and effects generated by Durgankhar itself, which treat Durgankhar as one single creature if it so chooses. Mind-affecting effects that target single creatures function normally against Durgankhar, since the creature’s individual components share a hive mind. Durgankhar takes half again as much damage (+50%) from damaging area effects, such as [i]fireball[/i] and splash weapons. Durgankhar is susceptible to high winds. Treat Durgankhar as a Fine creature for the purposes of determining wind effects. [/sblock][/i] [/QUOTE]
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