Frost Worm

MapTool Token

NameFrost Worm
Sorted NameFrost Worm
FamilyFrost Worm
Size and TypeHuge Magical Beast (Cold)
Hit Dice Count14
Hit Dice14d10+70 (147 hp)
Random Hit Points14d10+70 - 70
Initiative+4
Speed30 ft. (6 squares), burrow 10 ft.
Armor Class18 (-2 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple+14/+30
Attack

Bite +21 melee (2d8+12 plus 1d8 cold)

Full Attack

Bite +21 melee (2d8+12 plus 1d8 cold)

Space/Reach15 ft./10 ft.
Special AttacksTrill, cold, breath weapon
Special Qualities

Darkvision 60 ft., death throes, immunity to cold, low-light vision, vulnerability to fire

SavesFort +14, Ref +9, Will +6
AbilitiesStr 26, Dex 10, Con 20, Int 2, Wis 11, Cha 11
Skills

Hide +3*, Listen +5, Spot +5

Feats

Alertness, Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus (bite)

EnvironmentCold plains
Challenge Rating12
Organization

Solitary

TreasureNone
AlignmentUsually neutral
Advancement15-21 HD (Huge); 22-42 HD (Gargantuan)
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Frost worm; CR 12; Huge magical beast (cold); HD 14d10+70; hp 147; Init +4; Spd 30 ft. (6 squares), burrow 10 ft.; AC 18 (-2 size, +10 natural), touch 8, flat-footed 18; Base Atk +14; Grp +30; Atk +21 melee (2d8+12 plus 1d8 cold, bite); Full Atk +21 melee (2d8+12 plus 1d8 cold, bite); Space/Reach 15 ft./10 ft.; SA Trill, cold, breath weapon; SQ Darkvision 60 ft., death throes, immunity to cold, low-light vision, vulnerability to fire; AL N; SV Fort +14, Ref +9, Will +6; Str 26, Dex 10, Con 20, Int 2, Wis 11, Cha 11

Skills and Feats: Hide +3*, Listen +5, Spot +5; Alertness, Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus (bite)

Frost Worm

Frost Worm
Huge Magical Beast (Cold)
Hit Dice:
14d10+70 (147 hp)
Initiative:
+4
Speed:
30 ft. (6 squares), burrow 10 ft.
Armor Class:
18 (-2 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple:
+14/+30
Attack:
Bite +21 melee (2d8+12 plus 1d8 cold)
Full Attack:
Bite +21 melee (2d8+12 plus 1d8 cold)
Space/Reach:
15 ft./10 ft.
Special Attacks:
Trill, cold, breath weapon
Special Qualities:
Darkvision 60 ft., death throes, immunity to cold, low-light vision, vulnerability to fire
Saves:
Fort +14, Ref +9, Will +6
Abilities:
Str 26, Dex 10, Con 20, Int 2, Wis 11, Cha 11
Skills:
Hide +3*, Listen +5, Spot +5
Feats:
Alertness, Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus (bite)
Environment:
Cold plains
Organization:
Solitary
Challenge Rating:
12
Treasure:
None
Alignment:
Usually neutral
Advancement:
15-21 HD (Huge); 22-42 HD (Gargantuan)
Level Adjustment:
-

A frost worn cannot burrow through stone, but can manage ice and frozen earth. When moving through such hard materials it leaves behind a usable tunnel about 5 feet in diameter.

A frost worm is about 40 feet long, 5 feet in diameter, and weighs about 8,000 pounds.

Combat

Frost worms lurk under the snow, waiting for prey to come near.

They begin an attack with a trill and then set upon helpless prey with their bite.

Trill (Su): A frost worm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. 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. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm's trill for 24 hours. The effect's caster level is 14th. The save DC is Charisma-based.

Cold (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. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits.

Breath Weapon (Su): 30-foot cone, once per hour, damage 15d6 cold, Reflex DC 22 half. Opponents held motionless by the frost worm's trill get no saving throw. The save DC is Constitution-based.

Death Throes (Ex): When killed, a frost worm turns to ice and shatters in an explosion that deals 12d6 points of cold damage and 8d6 points of piercing damage to everything within 100 feet (Reflex half DC 22). The save DC is Constitution-based.

Skills: *A frost worm, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in its native environment.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Bite +21 melee (2d8+12 plus 1d8 cold), or Bite +21 melee (2d8+12 plus 1d8 cold)

feats: ALERTNESS, IMPROVED INITIATIVE, IMPROVED NATURAL ATTACK (BITE), IRON WILL, WEAPON FOCUS (BITE), ,