Cockworm (3.5e Creature)

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Size/Type: Huge Magical Beast (Fire)
Hit Dice: 17d10+68 (161 hp)
Initiative: +1
Speed: 155 ft. (31 squares), burrow 5 ft. (1 squares)
Armor Class: 20 (−2 Size, −2 Dex, +14 natural), touch 17, flat-footed 27
Base Attack/Grapple: +17/+33
Attack: Bite +23 (2d8+12)
Full Attack: Bite +23 (2d8+12) or Bite +13 (2d8+22, power attack)
Space/Reach: 15 ft./10 ft.
Special Attacks: Dust, earthquake, improved grab, powerful charge, burrowing charge, swallow whole, tremor
Special Qualities: Blind, Damage reduction 10/-, Tremorsense (60 ft.)
Saves: Fort +15, Ref +11, Will +7
Abilities: Str 26, Dex 8, Con 19, Int 2, Wis 8, Cha 10
Skills: Climb +10, Hide +2, Move Silently +7
Feats: Awesome Blow, Blind-Fight, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack
Environment: Underground, deserts, rocky plains, Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 11
Treasure: Gems only
Alignment: Usually Neutral
Advancement: 18-30 HD (Huge), 31-60 HD (Gargantuan)
Level Adjustment:


Cockworms fight solitarily, while generally calm and peaceful; they are very territorial, and will attack anybody encroaching on their claimed land. They attack with vicious slams at high speeds, usually charging their enemies.

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