What happens when an experiment goes terribly wrong and merges a mind flayer, a troll, and a purple worm? You get yourself a TROLLITHID WORM!
Trollithid Worm: CR 39, EL 21; XP 456,300; Gargantuan Abberation; HD 30d8+420; hp 555; Init +6; Spd 20 ft., burrow 20 ft., swim 10 ft.;
AC 31, touch 8, flat-footed 29; Base Atk +22, Grp +57; Atk +38 melee (3d8+19, bite); Full Atk +38/+36/+36/+36/+36/+36 melee (3d8+19,
bite; 2d6+9 plus poison, sting; 3d6+9, 4 tentacles); Space/Reach 20 ft./15 ft.; SA Mind blast, psionics, improved grab (tentacle; Huge,
Gargantuan, or Colossal), extract, swallow whole (improved grab, bite; Huge or smaller; 2d8+12 plus 8 acid; AC 17, hp 25), poison (sting, DC
39; 1d6 Str, 2d6 Str); SQ Telepathy 100 ft., darkvision 90 ft., low-light vision, regeneration 5, scent, tremorsense 60 ft., resistance to fire 20
and acid 20; SR 60; AL CE; SV Fort +26, Ref +14, Will +22; Str 48, Dex 14, Con 38, Int 19, Wis 17, Cha 17.
Skills and Feats: Bluff +36, Concentration +47, Diplomacy +5, Intimidate +38, Knowledge (psionics) +37, Listen +36, Swim +52;
Ability Focus (mind blast), Combat Casting, Great Fortitude, Improved Grapple, Improved Initiative, Improved Natural Attack (bite), Improved
Natural Attack (tentacle), Iron Will, Lightning Reflexes, Multiattack, Weapon Focus (bite), Weapon Focus (tentacle).
Epic Feats: Energy Resistance (fire x2), Energy Resistance (acid x2).
Mind Blast: This psionic attack is a cone 60 feet long; anyone caught in this cone must succeed on a DC 19 Will save or be stunned
for 3d4 rounds. This is the equivalent of a 4th-level spell.
Psionics: At will--- charm monster (DC 17), detect thoughts (DC 15), levitate, plane shift, suggestion (DC 16); caster level 30th.
Improved Grab: If a trollithid worm begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a
single grapple check; the opponent can escape with a single successful grapple check or an Escape Artist check, but the mind flayer gets a +2
circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract: A trollithid worm that begins its turn with all four tentacles attached and that makes a successful grapple check automatically
extracts the opponent’s brain, instantly killing that creature; this power is useless against constructs, elementals, oozes, plants, and undead,
and is not instantly fatal to foes with multiple heads, such as ettins and hydras.
Trollithid Worm: CR 39, EL 21; XP 456,300; Gargantuan Abberation; HD 30d8+420; hp 555; Init +6; Spd 20 ft., burrow 20 ft., swim 10 ft.;
AC 31, touch 8, flat-footed 29; Base Atk +22, Grp +57; Atk +38 melee (3d8+19, bite); Full Atk +38/+36/+36/+36/+36/+36 melee (3d8+19,
bite; 2d6+9 plus poison, sting; 3d6+9, 4 tentacles); Space/Reach 20 ft./15 ft.; SA Mind blast, psionics, improved grab (tentacle; Huge,
Gargantuan, or Colossal), extract, swallow whole (improved grab, bite; Huge or smaller; 2d8+12 plus 8 acid; AC 17, hp 25), poison (sting, DC
39; 1d6 Str, 2d6 Str); SQ Telepathy 100 ft., darkvision 90 ft., low-light vision, regeneration 5, scent, tremorsense 60 ft., resistance to fire 20
and acid 20; SR 60; AL CE; SV Fort +26, Ref +14, Will +22; Str 48, Dex 14, Con 38, Int 19, Wis 17, Cha 17.
Skills and Feats: Bluff +36, Concentration +47, Diplomacy +5, Intimidate +38, Knowledge (psionics) +37, Listen +36, Swim +52;
Ability Focus (mind blast), Combat Casting, Great Fortitude, Improved Grapple, Improved Initiative, Improved Natural Attack (bite), Improved
Natural Attack (tentacle), Iron Will, Lightning Reflexes, Multiattack, Weapon Focus (bite), Weapon Focus (tentacle).
Epic Feats: Energy Resistance (fire x2), Energy Resistance (acid x2).
Mind Blast: This psionic attack is a cone 60 feet long; anyone caught in this cone must succeed on a DC 19 Will save or be stunned
for 3d4 rounds. This is the equivalent of a 4th-level spell.
Psionics: At will--- charm monster (DC 17), detect thoughts (DC 15), levitate, plane shift, suggestion (DC 16); caster level 30th.
Improved Grab: If a trollithid worm begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a
single grapple check; the opponent can escape with a single successful grapple check or an Escape Artist check, but the mind flayer gets a +2
circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
Extract: A trollithid worm that begins its turn with all four tentacles attached and that makes a successful grapple check automatically
extracts the opponent’s brain, instantly killing that creature; this power is useless against constructs, elementals, oozes, plants, and undead,
and is not instantly fatal to foes with multiple heads, such as ettins and hydras.
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