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by Jamie Baty

XS2 38, DMR2 43
Colossal Magical Beast (Fire)
Hit Dice: 10d10+100 (155 hp)
Initiative: -2 (-2 Dex)
Speed: 15 ft. (3 squares), burrow 10 ft. (2 squares)
Armour Class: 15 (-8 size, -2 Dex, +15 natural), touch 0, flat-footed 15
Base Attack/Grapple: +10/+41
Attack: Bite +17 melee (1d8 +15)
Full Attack: Bite +17 melee (1d8 +15)
Space/Reach: 30 ft. /20 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60ft., low-light vision, tremorsense
Saves: Fort +17, Ref +5, Will +2
Abilities: Str 40, Dex 6, Con 30, Int 6, Wis 8, Cha 11
Skills: Intimidate +3, Listen +3, Spot +3, Survival +1
Feats: Cleave, Endurance, Improved Bull Rush, Power Attack
Environment: Any underground or aquatic
Organisation: Solitary, or Pair
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic neutral
Advancement: 11-30 HD (Colossal)
Level Adjustment: -

These fire-breathing worms are distantly related to purple worms; they are the adult form of red worms. Their skin is smooth and reddish purple, with lighter undersides. Their gaping maws glow cherry red, like hot metal, and are filled with wickedly sharp teeth.
Fyrsnaca are not meat eaters. Like great annelids, they consume rocks and minerals. They tend to be bad-tempered, however, and are prone to attack unless an intruder backs away quickly or bribes the creature with a gem or precious metal.
Fyrsnaca have no language, but if communication can be established (through magic or other means), a fyrsnaca might be persuaded to perform some service in return for an ample payment of gems or metal.
Periodically, a fyrsnaca's internal fires flare and the creature begins to heat up. This extra heat does not make its breath weapon more formidable, but it does cause the creature to eventually spawn 2d6 red worms by disgorging them through its mouth. Immediately after spawning, a fyrsnaca must immerse itself in water or burn up. Once submerged, the fyrsnaca remains dormant for 50 years while its fires subside. If disturbed, a dormant fyrsnaca rises up and attacks fearlessly but does not leave the water.

Fyrsnaca generally attack anything that disturbs it. They will breath at the start any combat, then biting until able to breathe again.

Breath Weapon (Su): A fyrsnaca's breath weapon attack usually deals 2d6 fire damage in a 50' line. Targets are allowed a Reflex save for half damage (DC 25 Con based). Using a breath weapon is a standard action. Once a fyrsnaca breathes, it can't breathe again until 1d4 rounds later.

Tremorsense (Ex): A fyrsnaca is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 120ft.

Fire Subtype: A fyrsnaca has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.