🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Glacial WormCreature 16


UncommonGargantuanAmphibiousAnimal
Source Pathfinder #194: Cult of the Cave Worm
Perception +22 (darkvision, tremorsense (imprecise) 100 feet)
Languages none
Skills Athletics +34
Str +10, Dex +0, Con +8, Int -5, Wis +0, Cha -1

AC 36; Fort +30; Reflex +22; Will +22;
HP 370 (cold healing)
Speed 40 feet (burrow 40 feet, swim 20 feet)
Immunities cold
Weaknesses Fire 15

Jaws One Action +32 (+27, +22) to hit (deadly 2d12, reach 15, unarmed) 3d12+13 Piercing
Body One Action +30 (+25, +20) to hit (reach 15) 2d8+12 Bludgeoning + 1d6 Cold

Tremorsense (imprecise) 100 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Cold Healing

When a glacial worm is in extreme cold or surrounded by ice, it gains fast healing 10. When struck by a magical cold effect, a glacial worm regains Hit Points equal to half the cold damage the effect would otherwise deal.

Inexorable

The glacial worm recovers from the Paralyzed, Slowed, and Stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the Immobilized condition, and it ignores difficult terrain and greater difficult terrain.

Leech Heat (aura, cold)

30 feet. A glacial worm's intense cold absorbs heat. Creatures that start their turn within the area take 3d6 cold damage (DC 34 fortitude save).

Shake It Off Reaction

Frequency once per day

Trigger The glacial worm would be affected by a condition or adverse effect (such as baleful polymorph)


Effect The glacial worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way.

Fast Swallow Reaction

Trigger The worm Grabs a creature


Effect The worm uses Swallow Whole.

Swallow Whole One Action (attack)

Huge, (3d8+12)[bludgeoning],2d6 cold, Rupture 28


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

Effect: Engulf and Swallow Whole

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Thrash Two Actions

The worm makes a Strike once against each creature in its reach. It can Strike up to once with its jaws and any number of times with its body. Each attack counts toward the worm's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks.

Improved Grab Free Action

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.


Cave worm eggs that lie dormant for a long period may experience significant climactic shift. If the temperature falls below freezing, the worms may hatch as glacial worms, also called white worms. These creatures immediately migrate as far north as possible, seeking the glaciers or icebergs that will nourish and house them. Glacial worms lack stingers, as liquid venom is less effective in cold temperatures. Occasionally, such creatures are carried far south on icebergs that have carved off the main ice sheets of the polar regions.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.