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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="kronos182" data-source="post: 8373308" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">Beetlejuice Sandworm</span></strong></p><p></p><p>In the deserts of the underworld, or the Neitherworld, live large black and white, or grey and deep purple, striped worms that feed on the dead, ghosts and spirits. Inside the large tooth filled mouths is a smaller head with sharp fangs, which it uses to bite its targets, while the outer jaws are used to hold those its biting in an attempt to swallow. The worm travels underground in the sand, but is equally capable of traveling above ground. These creatures are feared by the undead as when they are eaten by a sandworm, the undead, spirit or ghost is forever destroyed.</p><p></p><p><strong>Beetlejuice Sandworm</strong></p><p>Type: undead monstrosity/beast</p><p>Size: huge (-2)</p><p>CR: 8</p><p>Hit Points: 9d12,</p><p>Mas: -</p><p>Init: +4</p><p>Speed: burrow 60 ft, 30 ft on ground</p><p>Defense: 18 (-2 size +10 natural)</p><p>BAB/Grp: +4/ +17 grapple</p><p>FS/Reach: 15 ft x 15 ft / 10 ft</p><p>Attacks: bite +11 melee (2d6+9) or tail slap +11 melee (2d6+9)</p><p>Special Attacks: Swallow Whole</p><p>Special Qualities: Darkvision 60 ft, tremorsense 60 ft, immunities, improved grab, outer jaws, ghostly touch, unlife.</p><p>Allegiances:</p><p>Saves: Fort +3, Reflex +3, Will +6</p><p>Reputation: +2</p><p>Abilities: Str 28 (+9), Dex 10 (+0), Con -, Int 6 (-2), Wis 10 (+0), Cha 5 (-3)</p><p>Skills: Hide +0 (+10 under ground), Listen +7, Search +6, Spot +6</p><p>Feats: Improved Initiative, Power Attack, multiattack</p><p></p><p><strong>Combat</strong></p><p>Sandworms roam the vast deserts of the underworld in search of undead. They lead combat with a bite from their inner mouths, using their outer jaws to maintain holds and shred that which enters their mouths. They burst out of the sand and will bite and smash with their powerful tails. They typically use power attack feat with their tail slaps against allies of any target they are currently biting, changing the attack to +7 melee dealing 2d6+13 damage. They prefer attacking undead as it is their primary source of food, but will attack anything moving.</p><p></p><p><strong>Immunities</strong></p><p>Immune to poison, sleep, paralysis, stunning, disease, necromantic effects, mind-affecting affects, and bleeding effects (damage by blood loss such as the bleeding ability). Not subject to energy drain, or effects of massive damage.</p><p>Unlike other undead, Sandworms are subject to critical hits, ability damage and ability drain, and effects that require a Fort save that aren't included in the immunities listed above.</p><p></p><p><strong>Ghostly Touch (Su)</strong></p><p>The sandworm is able to touch and damage incorporeal creatures as if they were solid.</p><p></p><p><strong>Outer Jaws (Ex)</strong></p><p>After making a successful bite attack, the sandworm can make an immediate attack with it's outer jaws making a touch melee attack with +9 attack bonus, dealing 2d8+9 damage. If the sandworm makes a successful grapple, it also deals outer jaw damage in addition to normal bite damage each round.</p><p>After swallowing a target, the sandworm can retract it's inner head, which removes its bite attack, but grants a +6 to grapple checks to prevent a target from escaping from its gullet.</p><p></p><p><strong>Improved Grab (Ex)</strong></p><p>To use this ability, the sandworm must hit an opponent at least one size category smaller than itself with its bite attack. If it gets hold, it automatically deals bite damage each round the hold is maintained, and it can swallow in the next round.</p><p></p><p><strong>Swallow Whole (Ex)</strong></p><p>If the Sandworm begins its turn with an opponent two or more size category smaller than itself in its mouth, it can attempt a new grapple check as though trying to pin the opponent. If it succeeds, it swallows its opponent, automatically dealing bite damage. Once inside the sandworm, the opponent takes bludgeoning damage equal to the sandworm's tail slap attack plus 1d6 points of acid damage per round from its gullet. A successful grapple check allows the swallowed creature to climb out of the gullet and return to the sandworm's maw, where another successful grapple check is needed to get free. Alternatively, the swallowed creature can attack the inside using claws or a small or tiny slashing weapon. Dealing at least 20 points of damage to the gullet (Defense 25) in this way creates an opening large enough to permit escape. Once a single creature escapes, muscular action closes the hole, thus another swallowed creature must cut its way out. A huge sandworm can hold 2 medium sized, 8 small, 32 tiny or 128 diminutive or smaller opponents.</p><p></p><p><strong>Unlife (Su)</strong></p><p>As the sandworm is undead, it doesn't heal normally. Spells such as Inflict Wounds and other spells that deal necromantic damage heal the sandworm, while Cure Wounds deals damage. Once every 1d4+2 rounds, the sandworm can heal 2d4 hit points, and if it also eats at least 50 lbs of a recently killed creature can heal 1d4 hit points. If the sandworm eats an undead creature, it heals 3d6+3 hit points and gains +10 ft to speed and +5 to damage.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8373308, member: 6668634"] [B][SIZE=7]Beetlejuice Sandworm[/SIZE][/B] In the deserts of the underworld, or the Neitherworld, live large black and white, or grey and deep purple, striped worms that feed on the dead, ghosts and spirits. Inside the large tooth filled mouths is a smaller head with sharp fangs, which it uses to bite its targets, while the outer jaws are used to hold those its biting in an attempt to swallow. The worm travels underground in the sand, but is equally capable of traveling above ground. These creatures are feared by the undead as when they are eaten by a sandworm, the undead, spirit or ghost is forever destroyed. [B]Beetlejuice Sandworm[/B] Type: undead monstrosity/beast Size: huge (-2) CR: 8 Hit Points: 9d12, Mas: - Init: +4 Speed: burrow 60 ft, 30 ft on ground Defense: 18 (-2 size +10 natural) BAB/Grp: +4/ +17 grapple FS/Reach: 15 ft x 15 ft / 10 ft Attacks: bite +11 melee (2d6+9) or tail slap +11 melee (2d6+9) Special Attacks: Swallow Whole Special Qualities: Darkvision 60 ft, tremorsense 60 ft, immunities, improved grab, outer jaws, ghostly touch, unlife. Allegiances: Saves: Fort +3, Reflex +3, Will +6 Reputation: +2 Abilities: Str 28 (+9), Dex 10 (+0), Con -, Int 6 (-2), Wis 10 (+0), Cha 5 (-3) Skills: Hide +0 (+10 under ground), Listen +7, Search +6, Spot +6 Feats: Improved Initiative, Power Attack, multiattack [B]Combat[/B] Sandworms roam the vast deserts of the underworld in search of undead. They lead combat with a bite from their inner mouths, using their outer jaws to maintain holds and shred that which enters their mouths. They burst out of the sand and will bite and smash with their powerful tails. They typically use power attack feat with their tail slaps against allies of any target they are currently biting, changing the attack to +7 melee dealing 2d6+13 damage. They prefer attacking undead as it is their primary source of food, but will attack anything moving. [B]Immunities[/B] Immune to poison, sleep, paralysis, stunning, disease, necromantic effects, mind-affecting affects, and bleeding effects (damage by blood loss such as the bleeding ability). Not subject to energy drain, or effects of massive damage. Unlike other undead, Sandworms are subject to critical hits, ability damage and ability drain, and effects that require a Fort save that aren't included in the immunities listed above. [B]Ghostly Touch (Su)[/B] The sandworm is able to touch and damage incorporeal creatures as if they were solid. [B]Outer Jaws (Ex)[/B] After making a successful bite attack, the sandworm can make an immediate attack with it's outer jaws making a touch melee attack with +9 attack bonus, dealing 2d8+9 damage. If the sandworm makes a successful grapple, it also deals outer jaw damage in addition to normal bite damage each round. After swallowing a target, the sandworm can retract it's inner head, which removes its bite attack, but grants a +6 to grapple checks to prevent a target from escaping from its gullet. [B]Improved Grab (Ex)[/B] To use this ability, the sandworm must hit an opponent at least one size category smaller than itself with its bite attack. If it gets hold, it automatically deals bite damage each round the hold is maintained, and it can swallow in the next round. [B]Swallow Whole (Ex)[/B] If the Sandworm begins its turn with an opponent two or more size category smaller than itself in its mouth, it can attempt a new grapple check as though trying to pin the opponent. If it succeeds, it swallows its opponent, automatically dealing bite damage. Once inside the sandworm, the opponent takes bludgeoning damage equal to the sandworm's tail slap attack plus 1d6 points of acid damage per round from its gullet. A successful grapple check allows the swallowed creature to climb out of the gullet and return to the sandworm's maw, where another successful grapple check is needed to get free. Alternatively, the swallowed creature can attack the inside using claws or a small or tiny slashing weapon. Dealing at least 20 points of damage to the gullet (Defense 25) in this way creates an opening large enough to permit escape. Once a single creature escapes, muscular action closes the hole, thus another swallowed creature must cut its way out. A huge sandworm can hold 2 medium sized, 8 small, 32 tiny or 128 diminutive or smaller opponents. [B]Unlife (Su)[/B] As the sandworm is undead, it doesn't heal normally. Spells such as Inflict Wounds and other spells that deal necromantic damage heal the sandworm, while Cure Wounds deals damage. Once every 1d4+2 rounds, the sandworm can heal 2d4 hit points, and if it also eats at least 50 lbs of a recently killed creature can heal 1d4 hit points. If the sandworm eats an undead creature, it heals 3d6+3 hit points and gains +10 ft to speed and +5 to damage. [/QUOTE]
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