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Red Wormby Jamie Baty
XS2 38, DMR2 87
Large Magical Beast (Fire)
Hit Dice: 2d10+8 (19 hp)
Initiative: -1 (-1 Dex)
Speed: 25 ft. (5 squares), burrow 10 ft. (2 squares)
Armour Class: 13 (-1 size, -1 Dex, +5 natural), touch 8, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Bite +4 melee (1d4 +3 plus poison)
Full Attack: Bite +4 melee (1d4 +3 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60ft., low-light vision, tremorsense
Saves: Fort +7, Ref +2, Will -1
Abilities: Str 16, Dex 8, Con 18, Int 3, Wis 8, Cha 11
Skills: Listen +4, Spot +3
Environment: Any underground
Organisation: Solitary, Pair, or Brood (2-5)
Challenge Rating: 2
Alignment: Always chaotic neutral
Advancement: 3-4 HD (Large); 5-6 HD (Huge)
Level Adjustment: -
These grotesque worms are the larval form of the fyrsnaca. They are only about 10ft long at this stage. Their red-hued skin is almost transparent, revealing the veins and organs within. They are voracious carnivores, always on the lookout for food.
Red worms like to ambush their prey, bursting out of the ground to surprise it. They will attack anything that moves.
Poison (Ex): The poison from the red worm's bite causes the victim 1d4 Con Damage (primary and secondary) if a fortitude save (DC 15, Con based) is failed.
Tremorsense (Ex): A red worm is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 60ft.
Fire Subtype: A red worm 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.