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<blockquote data-quote="Cleon" data-source="post: 6274927" data-attributes="member: 57383"><p><strong>Great Orm Working Draft</strong></p><p></p><p><strong><span style="font-size: 15px">Great Orm</span></strong></p><p>Gargantuan Vermin (Aquatic)</p><p><strong>Hit Dice:</strong> 20d8+160 (250 hp)</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> 20 ft. (4 square), swim 50 ft.</p><p><strong>Armor Class:</strong> 15 (-4 size, +2 Dex, +7 natural), touch 8, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +15/+39</p><p><strong>Attack:</strong> Bite +23 melee (3d8+18)</p><p><strong>Full Attack:</strong> Bite +23 melee (3d8+18)</p><p><strong>Space/Reach:</strong> 20 ft./15 ft.</p><p><strong>Special Attacks:</strong> Frightful presence, poison</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., low-light vision, scent, vermin traits, water dependent</p><p><strong>Saves:</strong> Fort +20, Ref +8, Will +7</p><p><strong>Abilities:</strong> Str 34, Dex 14, Con 26, Int —, Wis 13, Cha 7</p><p><strong>Skills:</strong> +20</p><p><strong>Feats:</strong> —</p><p><strong>Environment:</strong> Any aquatic</p><p><strong>Organization:</strong> Solitary or pair</p><p><strong>Challenge Rating:</strong> 12</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 21-30 HD (Gargantuan), 31-60 HD (Colossal)</p><p><strong>Level Adjustment:</strong> —</p><p></p><p><em>A titanic worm longer than many ships. Its loathsome body writhes bonelessly within a coat of vile slime. Periodically, its back bunches up into a line of rubbery humps the shape and size of capsized rowboats</em>.</p><p></p><p>Great orms are gargantuan aquatic worms. They live in both fresh and salt water and are even able to make short forays onto land, usually to travel from one body of water to another. Many, if not most, great orms dwell in the depths of the ocean, but humanoids are only likely to see orms that inhabit coastal regions or freshwater, since they are most likely to be seen on the surface. Sightings of great orms are the cause of many legends about a lake or loch being home to a "loathly wyrm" or "monster snake".</p><p></p><p>Great orms also live in subterranean water systems or use them to travel about. Some surprisingly small pools have a resident great orm. These are invariably very deep sinkholes that connect to an underground river or sea.</p><p></p><p>The body of a great orm is 5 feet in diameter and 80 feet long, weighing about 40,000 pounds.</p><p></p><p><span style="font-size: 12px"><strong>Combat</strong></span></p><p><span style="font-size: 12px"><strong></strong></span>A great orm acts purely on instinct. A hungry great orm will try to bite anything it recognizes as a meal. They will attack opponents that injure them, but rely on their venomous slime as their first line of defense.</p><p></p><p><strong>Frightful Presence (Ex):</strong> A great orm can unsettle foes with its mere presence. The ability takes effect automatically whenever the great orm attacks, charges, or suddenly appears. Creatures within a radius of 180 feet are subject to the effect if they have fewer HD than the orm. A potentially affected creature that succeeds on a DC 18 Will save remains immune to that great orm’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. The save DC is Charisma-based.</p><p></p><p><strong>Poison (Ex):</strong> Any creature that grapples a great orm or hits it with a natural weapon is exposed to its poison.</p><p></p><p><em>Venomous Slime: </em>Contact, Fortitude DC 28, initial damage 1d12 Con, secondary damage 1d12 Con. The save DC is Constitution-based.</p><p></p><p><strong>Water Dependent (Ex):</strong> Great orms can survive out of the water for 5 minutes per 2 points of Constitution (after that, refer to the drowning rules).</p><p></p><p><strong>Skills:</strong> A great orm has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p></p><p><em>Originally appeared in Dragon Magazine #190 (1993).</em></p></blockquote><p></p>
[QUOTE="Cleon, post: 6274927, member: 57383"] [b]Great Orm Working Draft[/b] [B][SIZE=4]Great Orm[/SIZE][/B] Gargantuan Vermin (Aquatic) [B]Hit Dice:[/B] 20d8+160 (250 hp) [B]Initiative:[/B] +2 [B]Speed:[/B] 20 ft. (4 square), swim 50 ft. [B]Armor Class:[/B] 15 (-4 size, +2 Dex, +7 natural), touch 8, flat-footed 13 [B]Base Attack/Grapple:[/B] +15/+39 [B]Attack:[/B] Bite +23 melee (3d8+18) [B]Full Attack:[/B] Bite +23 melee (3d8+18) [B]Space/Reach:[/B] 20 ft./15 ft. [B]Special Attacks:[/B] Frightful presence, poison [B]Special Qualities:[/B] Darkvision 60 ft., low-light vision, scent, vermin traits, water dependent [B]Saves:[/B] Fort +20, Ref +8, Will +7 [B]Abilities:[/B] Str 34, Dex 14, Con 26, Int —, Wis 13, Cha 7 [B]Skills:[/B] +20 [B]Feats:[/B] — [B]Environment:[/B] Any aquatic [B]Organization:[/B] Solitary or pair [B]Challenge Rating:[/B] 12 [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 21-30 HD (Gargantuan), 31-60 HD (Colossal) [B]Level Adjustment:[/B] — [I]A titanic worm longer than many ships. Its loathsome body writhes bonelessly within a coat of vile slime. Periodically, its back bunches up into a line of rubbery humps the shape and size of capsized rowboats[/I]. Great orms are gargantuan aquatic worms. They live in both fresh and salt water and are even able to make short forays onto land, usually to travel from one body of water to another. Many, if not most, great orms dwell in the depths of the ocean, but humanoids are only likely to see orms that inhabit coastal regions or freshwater, since they are most likely to be seen on the surface. Sightings of great orms are the cause of many legends about a lake or loch being home to a "loathly wyrm" or "monster snake". Great orms also live in subterranean water systems or use them to travel about. Some surprisingly small pools have a resident great orm. These are invariably very deep sinkholes that connect to an underground river or sea. The body of a great orm is 5 feet in diameter and 80 feet long, weighing about 40,000 pounds. [SIZE=3][B]Combat [/B][/SIZE]A great orm acts purely on instinct. A hungry great orm will try to bite anything it recognizes as a meal. They will attack opponents that injure them, but rely on their venomous slime as their first line of defense. [B]Frightful Presence (Ex):[/B] A great orm can unsettle foes with its mere presence. The ability takes effect automatically whenever the great orm attacks, charges, or suddenly appears. Creatures within a radius of 180 feet are subject to the effect if they have fewer HD than the orm. A potentially affected creature that succeeds on a DC 18 Will save remains immune to that great orm’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. The save DC is Charisma-based. [B]Poison (Ex):[/B] Any creature that grapples a great orm or hits it with a natural weapon is exposed to its poison. [I]Venomous Slime: [/I]Contact, Fortitude DC 28, initial damage 1d12 Con, secondary damage 1d12 Con. The save DC is Constitution-based. [B]Water Dependent (Ex):[/B] Great orms can survive out of the water for 5 minutes per 2 points of Constitution (after that, refer to the drowning rules). [B]Skills:[/B] A great orm has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [I]Originally appeared in Dragon Magazine #190 (1993).[/I] [/QUOTE]
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