The wraithworm’s a magical snake commonly found in and regions such as deserts, rocky wastes, or barren badlands. It’s especially common in the layer of Minethys on Carceri, and the white wastes of Pelion on Arborea. Like many other mundane creatures, long exposure to the strange energies and magics of the planes’ve given the wraithworm powerful magical talents.
The wraithworm’s spine features sharp, bony spikes that actually jut through the scales of its back, but the creature doesn’t use these offensively - they’re simply a deterrent to anything that might try to eat the reptile.
A wraithworm’s bite inflicts Id8 points of damage, drains 1d2 levels from the victim, and poisons him with a slow-working but powerful venom that inflicts 3-12 points of damage every hour for the next ld6 hours. During this time the intense, icy cold of the venom at work inflicts a -4 penalty to the victim’s attack rolls, Armor Class, and saving throws. The victim is allowed two saving throws when bitten: the first save, versus spell, negates the level drain if successful; the second, versus poison with a -2 penalty, negates the effects of the wraithworm’s poison.
The wraithworm has the power to assume wraithform, as the spell, for up to 1 turn per hour. In this state, the serpent can be damaged only by +1 or better weapons and can slip through the tiniest openings or narrow cracks. The wraithworm uses this power to creep up on potential meals or to escape from dangerous antagonists.
Any creature of 4 HD or fewer meeting the wraithworm’s gaze must survive a saving throw versus spell or become paralyzed and unable to move for 2d4 rounds. The snake must be in its tangible form to use this power, and it’s effective only within 15 feet. The wraithworm can take no other action when it attempts to use its gaze this way.
Wraithworms suffer only half damage from cold or negative energy attacks. Oddly enough, a priest can hold a wraithworm motionless for 1 to 3 rounds by succeeding in a turn attempt against a spectre.
Wraithworms are slow-moving and lethargic, but they don’t rely on speed to catch their prey; they rely on stealth. When they close within striking range, they can attack with blinding speed.
Sounds right. I'd make Stealthy a bonus feat and add Alertness.Shade said:Skills: Hide 4, Move Silently 4?
Feats: Improved Initiative, Stealthy? Maybe make one a bonus feat and also give it Alertness?
Another +4 to each?Racial bonus on Hide and Move Silently?
This probably doesn't look like the CR is going to end up too high, so maybe 1d2 or 1d3 Con damage initially and 1 Con damage in following hours. Sound reasonable?Fill in the X's:
freyar said:Sounds right. I'd make Stealthy a bonus feat and add Alertness.
freyar said:Another +4 to each?
freyar said:This probably doesn't look like the CR is going to end up too high, so maybe 1d2 or 1d3 Con damage initially and 1 Con damage in following hours. Sound reasonable?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.