Challenge Rating: 2
Hit Points: 38 (3 HD)
Armor Class: 15, touch 11, flat-footed 14 ( +1 DEX, +4 natural )
Saves: Fort +6 Ref +0 Will +1
Speed: 15’, climb 20’
Base Attack: +2
Melee: Bite +5 (1d8+3)
Special Attacks: Filament, Pull, Hold
Sanity Effects: First Encounter 0/1d3
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: –
Environment: Any underground
Organization: Solitary, or pair
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.
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.
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.