Rot Worm (3.5e Creature)

The rot worm is a thick hided, short stumpy worm with a large maul that spurts three powerful mandibles. This quite disgusting creature often drops down from a rusty hill or surprises oncoming adventurers in a dark corner of a dungeon. It moves surprizingly acute and its maul carries a filthy disease that inspires hallucinations. Academics have often wondered how such a stumpy, stocky creature manages to burrow.

Rot Worm
Size/Type: Medium Aberration
Hit Dice: 4d8+16 (34 hp)
Initiative: +3
Speed: 15 ft. (3 squares), burrow 5 ft.
Armor Class: 18 (+3 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+2
Attack: Bite +6 melee (1d6 plus 1d6 acid plus disease)
Full Attack: Bite +6 melee (1d6 plus 1d6 acid plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: breath weapon, death throes
Special Qualities: blindsight 60 ft., immunity to acid and disease
Saves: Fort +5, Ref +4, Will +6
Abilities: Str 10, Dex 16, Con 19, Int 2, Wis 15, Cha 6
Skills: Listen +9
Feats: Ability Focus (breath weapon), Lightning Reflexes, Weapon FinesseB
Environment: Any marshes and underground
Organization: Solitary or Few (24)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 510 (Medium), 1114 (Large)
Level Adjustment:
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More information...

Rot worms are mostly quite complacent to everything that moves, preferring distance to confrontation; they will probably try to burrow in order to avoid combat. When they are on their own ground however, they are very protective and defensive. Their saliva is acidic and they carry a malicious disease. It is usually 4 to 5 feet long, about 1½ feet thick and weighs 100 to 150 pounds.

Combat

Disease (Ex): Brain rot—bite and breath weapon, Fortitude DC 16, incubation period 1 day, damage 1d6 Wis. The day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 16 Fortitude save or suffer debilitating hallucinations. The figments brought on by brain rot function as the hypnotic pattern spell, causing fascination. Whenever the character is allowed a save tied to the spell, the effect is merely suppressed for 1 hour if it succeeds, after which the creature is allowed another DC 16 Fortitude save, etcetera. The effect keeps threatening the creature until remove disease or any other spell of higher level that cures diseases is used.

Breath Weapon (Ex): A rot worm can spit a 15 ft. cone of acidic and diseasing bile which is in a semi-liquid, semi-gaseous state. Damage 2d6 acid (Reflex DC 18 half) plus disease. After using this breath weapon, the Rot Worm needs to wait 1d4 rounds before using it again.

Death Throes (Ex): When a rot worm is killed it exhumes the same bile like fluid as its breath weapon. The effect extends in a 10 ft. radius centered on the corpse, doing 2d6 acid plus disease damage.



Back to Main Page 3.5e Homebrew Creatures CR 3

gollark: > Healthy kidneys are able to excrete approximately 800 millilitres to 1 litre of fluid water (0.84 - 1.04 quarts) per hour.[12] However, stress (from prolonged physical exertion), as well as disease states, can greatly reduce this amount.[12]
gollark: https://en.wikipedia.org/wiki/Water_intoxication
gollark: DHMO is *dangerous*.
gollark: I'm reading the Wikipedia page now!
gollark: I suppose it being a diuretic probably wouldn't help much.
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