Azgal Worm

Azgal Worm CR 18

XP 153,000
N Huge vermin
Init +7; Senses darkvision 60 ft., tremorsense 30ft.; Perception +5
Aura acid secretions (5 ft., 2d10 acid)


AC 33, touch 14, flat-footed 26 (+7 Dex, +18 natural, -2 size)
hp 300 (24d8+192)
Fort +22, Ref +15, Will +13; DR 5/-; Immune acid; mind-effecting effects


Speed 30 ft., burrow 30 ft., climb 30 ft.
Melee bite +28 (2d6+12, plus poison), 4 claws +28 (1d8+12) and pincer +23 (3d6+12)
Space 15 ft.; Reach 15 ft. (10 ft. with claws)


Str 35, Dex 24, Con 26, Int -, Wis 21, Cha 2
Base Atk +18; CMB +32; CMD 48 (can’t be tripped)
Feats Improved Natural Weapon (pincer) B
Skills Climb +16


Acid secretions (Ex)

Azgal worms have their bodies completely covered in acid secretions that harm those who come in contact or are near the azgal worm. Whenever a creature begins its turn adjacent to an azgal worm, it takes 2d10 points of acid damage, furthermore, a creature that attacks an azgal worm with natural or non-reach melee weapon takes 1d10 points of acid damage for each successful hit, in addition a weapon that strikes the azgal worm takes 1d10 points of acid damage; this damage ignores the weapon’s hardness. A successful DC 30 Reflex save halves the damage done to the weapon. The DC for this ability is Constitution based.

Powerful Pincers (Ex)

An azgal worm always adds its full Strength modifier on attack with its pincers.

Rusting Bite (Ex)

The azgal worm’s bite secretes a potent corrosive agent, thus its bite ignores all hardness from any object. If the azgal worm bites a creature, the rusting agent functions as a poison, using the following statistics:

Bite–injury; save Fort 30; frequency 1/round for 5 rounds; effect 1d10 Str, Dex and Con damage; cure 2 consecutive saves.

Vicious Claws (Ex)

The claws of azgal worms are composed of material stronger than even adamantine. Thus, the azgal worm’s claws can bypass damage reduction adamantine, cold iron, magic, silver and the damage reduction granted by adamantine armor.


Environment any underground
Organization solitary or pair
Treasure incidental and assorted ores and gems partially digested in its innards (determine gp value by rolling 2d10 and multiplying by 1,000)

Covered in caustic secretions, sporting four vicious claws, a jagged mandible surrounded by great pincers, this monstrosity slithers forth.

The azgal worm, also known as jewel worm or treasure worm, is a massive land worm that feeds on earthly minerals, ores and jewels, thus it is common to find them terrorizing mines. They are considered miners’ worst nightmares, since once a mine is found to have even a single azgal worm, it is often sealed off, and advances to get rid of the worm is usually met with various casualties, on account of the azagal worm’s natural acidic secretions.

Usually solitary, azgal worms are viciously territorial, killing even other azgal worms, unless it is a mate; even then, after an azgal worm lays its eggs, its mate leaves the territory of the other worm. Hunting azgal worms is however a very prolific business, since once killed, an azgal worm can be opened up to salvage partially digested ores, minerals and even jewels. Yet although mindless, azgal worms have a developed sense of survival, therefor they tend to flee when their lives are seriously threatened, even abandoning their eggs, offspring and mates.

Section 15: Copyright Notice

Monstrous Menagerie Vol. I, © 2015 ARMR Studios. Author Angel “ARMR” Miranda

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