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Chain of Fire (Unique Purple Worm)

This gigantic worm is composed of swirling fire, churning magma, and cinders.

Chain of Fire CR 8

XP 25,600
Unique fire-infused purple worm
N Gargantuan magical beast (fire)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +16

DEFENSE

AC 27, touch 5, flat-footed 27 (-1 Dex, +22 natural, -4 size)
hp 184 (16d10+96); fire healing
Fort +16, Ref +9, Will +2
Immune fire
Weakness vulnerability to cold

OFFENSE

Speed 20 ft., burrow 20 ft., swim 10 ft.; firewalk
Melee bite +24 (4d8+11/19-20 plus 1d6 fire and grab), sting +24 (2d8+11 plus 1d6 fire and poison)
Special Attacks breath weapon (30-ft. cone, 8d6 fire damage, Reflex DC 24 half, usable every 1d4 rounds), heat, swallow whole (4d8+11 bludgeoning plus 2d8 fire damage, AC 21, 18 hp)

TACTICS

During Combat It is a straightforward combatant, attempting to bite and swallow whole any prey upon the western platform in area 2 or any non-fire creature in its lair. If it is attacked, it rears back and makes use of its breath weapon. It targets one foe at a time, and never seeks to move beyond the shrine or its lair.

Morale It cannot imagine death and fights until destroyed.

STATISTICS

Str 33, Dex 8, Con 23, Int 7, Wis 4, Cha 10
Base Atk +16; CMB +31 (+33 bull rush, +35 grapple); CMD 40 (42 vs. bull rush, can’t be tripped)
Feats Awesome Blow, Cleave, Critical Focus, Improved Bull Rush, Improved Critical (bite), Power Attack, Quick DrawB, Weapon Focus (bite, sting)
Skills Perception +16, Swim +19
SQ chain of fire
Languages Ignan

SPECIAL ABILITIES

Chain of Fire (Sp)

At will, it has power to plane shift any creature it has swallowed whole to a general location of the victim’s choice or to the location of the last creature teleported. Creatures teleported in this manner always appear within 5 to 500 miles of the location they intended if they are actively thinking of a destination, while those caught off guard by the effect and who are not thinking of a place they wish to be sent are sent to the same location as the last creature teleported. In either case, the victim always appears near a large fire. Multiple creatures headed to the same general location within the same day always appear in the same spot. Those who don’t wish to be teleported can make a DC 15 Will save to resist being teleported. The save DC is Wisdom-based.

Although it is trained to use this ability when a specific chant is spoken, it can also plane shift swallowed creatures as it pleases.

Fire Healing (Ex)

It regains 1 hit point for each full round that it remains in contact with fire. When struck by a magical fire effect, it heals 1 point of damage per 10 points of damage that the fire effect would otherwise deal.

Firewalk (Su)

It can climb an object on fire as though it had a climb speed equal to its highest speed. Furthermore, it can fly at its highest speed with perfect maneuverability so long as it remains in contact with fire, and it can walk on flames at its highest speed, as though walking on air via the air walk spell.

Poison (Ex)

Sting—injury; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 3 consecutive saves. The save DC is Constitution-based.

DESCRIPTION

Whispers on the simmering streets of the City of Brass hint at a secret way to escape the burning avenues and blazing towers without the aid or knowledge of the metropolis’s efreet masters. Within a strange structure known to many as the Eye of the Red Worm, tight-lipped azers guard a little-known planar portal that allows travelers to tread paths of flame to nearly any realm they wish – for a price. What few know, though, is that the portal is not merely some mystical door or rune-carved archway. It’s a living creature, a strange and ancient fire elemental called “Chain of Fire” in archaic Ignan. Like a gigantic worm comprised of swirling fire, churning magma, and cinders, it once burrowed throughout the world with its searing kin. Though it has since come to linger below the City of Brass, the Chain of Fire still touches many massive conflagrations upon countless planes and can arise from or transport others through those fires as it pleases.

A century ago, opportunistic azers secretly (and illegally) mining amid the foundations of the City of Brass discovered the subterranean magma pool where it basked untroubled, dreaming of worlds of flame. Adopting the primal elemental as their spiritual icon and erecting the Eye of the Red Worm above its magma chamber, the azers have forged a strange sort of understanding with the elemental beast, offering it sacrifices of exotic materials and creatures to consume in exchange for its ability to trod what they call the Paths of Flame. For nearly 100 years now, the azers have utilized the Chain of Fire for their own needs. Recently, however, bad fortune has forced these toll keepers to put it’s power to discrete commercial use. The azers now provide confidential planar travel to paying customers who swear secrecy, both to their actions and to it’s existence. They take such oaths seriously, hunting down and sacrificing oath breakers.

Section 15: Copyright Notice

Pathfinder 23: The Impossible Eye. Copyright 2009, Paizo Publishing, LLC; Author: Greg A. Vaughan
Advanced Bestiary. Copyright 2004 Green Ronin Publishing; Author: Matthew Sernett.