Wereworm, LotR (3.5e Creature)

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Wereworm[edit]

Size/Type: Gargantuan Magical Beast
Hit Dice: 16d10+112 (200 hp)
Initiative: –2
Speed: 20 ft. (4 squares), burrow 20 ft., swim 10 ft.
Armor Class: 19 (–4 size, –2 Dex, +15 natural), touch 4, flat-footed 19
Base Attack/Grapple: +16/+40
Attack: Bite +25 melee (2d8+12)
Full Attack: Bite +25 melee (2d8+12) and sting +20 melee (2d6+6 plus poison)
Space/Reach: 20 ft./15ft.
Special Attacks: Improved grab, swallow whole, poison
Special Qualities: Tremorsense 60 ft.
Saves: Fort +17, Ref +8, Will +4
Abilities: Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Skills: Listen +18, Swim +20
Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting)
Environment: Desert
Organization: Solitary
Challenge Rating: 12
Treasure: No coins, 50% goods (stone only), no items
Alignment: Always neutral
Advancement: 16–32 HD (Gargantuan); 33–48 HD (Colossal)
Level Adjustment:


  1. REDIRECT Template:Background Information (LotR Supplement)Wereworm This Page] for background information.

COMBAT[edit]

Improved Grab (Ex): To use this ability, a Wereworm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Poison (Ex): Injury, Fortitude DC 25, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Consitution-based.

Swallow Whole (Ex): A Wereworm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worm’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Skills: A Wereworm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.



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