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Pathfinder

Compendium

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Frost Worm

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With armor-crushing jaws, flesh that radiates cold, and a terrible keening cry capable of holding creatures fascinated, frost worms are apex predators of the frozen tundra and glaciers. In the frost worms' far-reaching hunting grounds, they fear only the remorhaz, for the heat generated by an enraged remorhaz causes intense pain to a frost worm.

This extreme aversion to heat, as well as its freezing touch and devastating breath weapon, stems from an unusual facet of frost worm physiology—veins that run with magically cold blood. This creature's ichor is clear, but infused with such sub-freezing temperatures that the monster's flesh can freeze water in the skin of creatures that touch it. When a frost worm dies, this magical energy dissipates, and both blood and muscle immediately freeze solid and then explode into a catastrophic barrage of icy shrapnel. As a result, even those predators that might legitimately prey upon the burrowing monstrosities tend to leave frost worms well enough alone.

An adult frost worm measures 35 feet long and weighs 8,000 pounds.

Special Abilities

Cold (Su) A frost worm's body generates intense Cold , allowing it to deal an additional 4d6 Cold Damage with its bite attack. Any creature that attacks a frost worm with an unarmed strike or a natural weapon takes 1d6 points of Cold Damage per successful hit. A creature that grapples or is grappled by a frost worm takes 4d6 points of Cold Damage per round the grapple is maintained.

Death Throes (Su) When killed, a frost worm explodes in a 100-foot-radius burst that deals 12d6 Cold Damage and 8d6 piercing damage (DC 23 Reflex half). The save DC is Constitution-based.

Trill (Su) As a full-round action, a frost worm can emit a strange trilling sound that affects all creatures within a 100-foot radius. Creatures must succeed on a DC 18 Will save or be fascinated for as long as the worm continues to trill (the frost worm can maintain this trill by concentrating). Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm's trill for 24 hours. This is a sonic mind-affecting effect. The save DC is Charisma-based.

Attributes

AC
27, Touch 11, Flat-footed 24 (+3 Dex, +16 Natural, -2 Size)
Alignment
N
Base Atk
+16
CMB
+28
CMD
41 (Can't Be Tripped)
CR
12
Cha
11
Con
21
Creature Type
Magical Beast (Cold)
Dex
16
Environment
Cold Plains Or Mountains
Feats
Cleave , Combat Reflexes , Improved Initiative , Iron Will , Power Attack , Skill Focus ( Perception ), Stand Still , Weapon Focus (Bite)
Fort
+15
HP
168 (16d10+80)
Immune
Cold
Init
N Huge Magical Beast ( Cold ) +7
Int
2
Melee
Bite +25 (4d10+15 Plus 4d6 Cold )
Organization
Solitary
Racial Modifiers
+8 Stealth In Ice And Snow
Reach
10 Ft.
Ref
+13
SQ
Cold
Senses
Darkvision 60 Ft., Low-light Vision; Perception +17
Size
Huge
Skills
Perception +17, Stealth +6 (+14 In Ice And Snow)
Space
15 Ft.
Special Attacks
Breath Weapon (60-ft. Cone, 15d6 Cold Damage, Reflex Dc 23 Half, Usable Once Per Hour), Death Throes, Trill
Speed
30 Ft., Burrow 10 Ft.
Str
31
Treasure
Incidental
Weaknesses
Vulnerable To Fire
Will
+10
Wis
16
XP
19,200
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