Cockworm (3.5e Creature)

From D&D Wiki

Jump to: navigation, search
Cockworm
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:

Combat[edit]

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.


Back to Main Page3.5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: