Arkhaal Wurm (3.5e Creature)

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Size/Type: Huge Magical Beast
Hit Dice: 40d10+480 (680 hp)
Initiative: +5
Speed: 70ft
Armor Class: 23, touch 13, flat-footed 18
Base Attack/Grapple: +40/+65
Attack: Bite (5d6+17) Or Spike Blast (3d10+5)
Full Attack: 3 Tentacles (3d6+8)
Space/Reach: 15ft/15ft
Special Attacks: Acid Cone, Improved Grapple, Constrict
Special Qualities: Immunity to Acid, Darkvision 100ft, Low-light vision, Tremorsense 50ft, Acid Barbed
Saves: Fort +27, Ref +15, Will +5
Abilities: Str 35, Dex 20, Con 35, Int 3, Wis 10, Cha 3
Skills: Spot +10, Hide +12, Move Silently +8, Listen +8, Swim +6
Environment: Swamp
Organization: Solitary
Challenge Rating: 22
Treasure: None
Alignment: Chaotic Neutral
Level Adjustment:
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More information...

The swampy marsh waters splash, and a monstrosity with barbed thorns and tentacles burst from the murky sea. It roars and already you see a putrid green spray in the air, melting what few birds inhabited the swamp.

An Arkhaal Wurm weighs around 10000 pounds, has 3 barbed tentacles, and a mouth with over 200 sharp, acidic fangs.


Arkhaal Wurms are incredibly territorial. They will attack anyone they think is invading it's swamp area. However, while hungry, they will attack anything.

Acid Cone (Ex):- An Arkhaal Wurm has one breath attack, a cone of acid. An Arkhaal Wurm may spray a 50ft cone of acid. The Acid Cone deals 8d12 Acid damage to everything caught in the cone. These creatures may make a DC 45 Reflex Save for half damage. Once used, the Arkhaal Wurm may not use it for another 2d4 rounds.

Improved Grab (Ex): To use this ability, an Arkhaal Wurm must hit an opponent of any size with a tentacle 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 constrict.

Constrict (Ex): An Arkhaal Wurm deals a bonus 3d8+8 Damage with a successful grapple check.

Acid-Barbed (Ex): An Arkhaal Wurm's natural weapons deal 4d4+5 Bonus lethal acid damage.

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