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Unique Purple Worm

Unique Purple Worm CR 14

XP 38,400
Elite fire-infused purple worm
N Gargantuan magical beast (fire)
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +17

DEFENSE

AC 31, touch 7, flat-footed 30 (+1 Dex, +24 natural, -4 size)
hp 232 (16d10+144)
Fort +18, Ref +13, Will +6
Defensive Abilities elemental body, fire healing; Immune fire
Weaknesses vulnerable to cold

OFFENSE

Speed 20 ft., burrow 20 ft.; firewalk
Melee bite +26 (4d8+13 plus 1d6 fire plus grab) and sting +26 (2d8+13 plus 1d6 fire plus poison)
Space 20 ft.; Reach 15 ft.
Special Attacks breath weapon (30-ft. cone, Reflex DC 26 half, 8d6 fire, usable every 1d4 rounds), grab, heat, swallow whole (4d8+13 bludgeoning damage plus 1d6 fire, AC 22, 21 hp)

TACTICS

During Combat When the beast eventually tires of toying with the PCs, it attempts to burrow up directly in their midst by making a Stealth check. Unfortunately for the PCs’ particular objective, it has recently fed. On the first round of combat, the worm breathes fire on the most densely packed group of PCs, only attacking with its bite and sting on the second round of combat. It does not attempt to swallow foes whole immediately—instead, it simply bites and moves on. Once the PCs deal more than 100 points of damage to the worm (or once it has breathed fire twice), it abandons this tactic and begins attempting to swallow victims.

Alternatively, a character can challenge the worm into swallowing him by attempting a Bluff check to appear appetizing—it resists this check with a Sense Motive check, but the character making the Bluff check suffers a –10 penalty to the roll for the difficulty of the check in the first place.

Morale It retreats if it takes more than 80 points of damage in all from cold attacks, or as soon as it is reduced below 50 hit points.

STATISTICS

Str 37, Dex 12, Con 27, Int 9, Wis 8, Cha 14
Base Atk +16; CMB +33 (+37 grapple, +35 bull rush); CMD 44 (46 vs. bull rush, immune to trip)
Feats Awesome Blow, Improved Bull Rush, Iron Will, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (bite, sting)
Skills Perception +17

SPECIAL ABILITIES

Poison (Ex)

Sting—injury; save Fortitude DC 26; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 3 consecutive saves. The save DC is Constitution-based.

Elemental Body (Ex)

It has a 25% chance to ignore extra damage from critical hits and sneak attacks, as well as poison, paralysis, sleep, and stunning effects.

Fire Healing (Ex)

It gains fast healing 1 when in contact with fire. When struck by a magical fire attack, it is healed 1 point of damage per 10 points of damage the attack would otherwise deal.

Firewalk (Su)

It can climb burning objects as if it had a climb speed of 10 feet. It can fly at a speed of 20 feet (perfect maneuverability) as long as it’s in contact with fire, and can walk on flames or lava at its base land speed.

Heat (Su)

It deals an additional 1d6 points of fire damage when it hits with any attack. A swallowed creature takes an additional 1d6 points of fire damage each round he remains swallowed.

Section 15: Copyright Notice

Pathfinder 10: A History of Ashes

Pathfinder 10: A History of Ashes. Copyright 2008, Paizo Publishing LLC. Author: Michael Kortes