Glimmer Worm

Glimmer Worm

Challenge Rating: 2

Size: M

Type: Vermin

Initiative: +1

 

Defense

Hit Points: 38 (3 HD)

Armor Class: 15, touch 11, flat-footed 14 ( +1 DEX, +4 natural )

Saves: Fort +6 Ref +0 Will +1

Weaknesses:

 

Offense

Speed: 15’, climb 20’

Base Attack: +2

Melee: Bite +5 (1d8+3)

Ranged: –

Special Attacks: Filament, Pull, Hold

Sanity Effects: First Encounter 0/1d3

 

Statistics

Abilities: STR 17, DEX 12, CON 17, INT -, WIS 10, CHA 4

Skills: Acrobatics +1, Athletics +3,  Awareness +2, Endurance +3, Knowledge -, Persuasion -, Spellcraft -, Survival +3, Thievery +1 (+3 to hiding or moving silently)

Talents: 2 points or recommended: Alertness, Stealthy

Special Qualities: –

 

Ecology

Environment: Any underground

Organization: Solitary, or pair

 

Treasure: Incidental

 

Filament

A glimmer worm drapes its lair with silk-like filaments. The strands are thin and transparent, needing a DC 20 perception check to see them. A creature who accidentally touches a glimmer worm’s filament becomes attached to the sticky thread. As a standard action, a creature can rip the filament free with a DC 20 Strength check. A caught creature can also attempt to escape a filament by making a DC 20 Acrobatics check. A filament has 10 hit points, and has DR 15/slashing. An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. A glimmer worm can have up to twelve filaments at a time.

 

Pull

Once a target is stuck in a filament, the glimmer worm reels the target into its maw. It must succeed at a Heroic Action (STR vs STR) to pull the target at 30’ per round towards its mouth.  A glimmer worm has a +4 racial bonus on Heroic Actions made using its Pull special attack. The Glimmer Worm gets a single bite attack the same round if it successfully pulls the target to its mouth.

 

Hold

A target that is successfully pulled to the Glimmer Worm loses its DEX bonus to AC. Each round while held, a trapped adventurer may attempt a Heroic Action (STR vs STR) on their turn to try and free themselves.

 

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