![]() ![]() Opponents held motionless by the frost worm’s trill get no saving throw. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits.īreath Weapon ( Su): 30-foot cone, once per hour, damage 15d6 cold, Reflex DC 22 half. The save DC is Charisma-based.Ĭold ( Ex): A frost worm’s body generates intense cold, causing opponents to take an extra 1d8 points of cold damage every time the creature succeeds on a bite attack. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm’s trill for 24 hours. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. ![]() Creatures must succeed on a DC 17 Will save or be stunned for as long as the worm trills and for 1d4 rounds thereafter, even if they are attacked. ![]() This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Trill ( Su): A frost worm can emit a noise that forces its prey to stand motionless. They begin an attack with a trill and then set upon helpless prey with their bite. When moving through such hard materials it leaves behind a usable tunnel about 5 feet in diameter.Ī frost worm is about 40 feet long, 5 feet in diameter, and weighs about 8,000 pounds.įrost worms lurk under the snow, waiting for prey to come near. Str 26, Dex 10, Con 20, Int 2, Wis 11, Cha 11Īlertness, Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus (bite)Ī frost worm cannot burrow through stone, but can manage ice and frozen earth. 18 (–2 size, +10 natural), touch 8, flat-footed 18ĭarkvision 60 ft., death throes, immunity to cold, low-light vision, vulnerability to fire ![]()
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