Pages From DragonMech - Campaign Setting

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CHPT.

age reduction 5 against piercing weapons. Because the magical bonds between their parts are nonphysical, they have damage reduction 5 against slashing weapons. The best way to destroy one is literally to bash its component pieces into dust.

Giant Worm Huge Magical Beast Hit Dice: 9d10+9 (58 hp) Initiative: 1 Speed: 20 ft., burrow 30 ft. AC: 19 (2 size, 1 Dex, +12 natural), touch 7, flat-footed 19 BAB/Grapple: +9/+22 Attack: Bite +12 melee (1d6+5) Full Attack: Bite +12 melee (1d6+5) Space/Reach: 15 ft./10 ft. Special Qualities: Tremorsense Saves: Fort +7, Ref +5, Will +2 Abilities: Str 20, Dex 8, Con 12, Int 1, Wis 8, Cha 10 Skills: Listen +11 Environment: Any land and underground Organization: Solitary or herd (210) Challenge Rating: 4 Treasure: Gems only Alignment: Always neutral Advancement: 1018 HD (Gargantuan)

WORM, GIANT

Environment: Any land and underground Organization: Solitary or herd (210) Challenge Rating: 4 Treasure: Gems only Alignment: Always neutral Advancement: 814 HD (Gargantuan) Shaker Huge Magical Beast Hit Dice: 6d10 (33 hp) Initiative: 1 Speed: 20 ft., burrow 30 ft. AC: 17 (2 size, 1 Dex, +10 natural), touch 7, flat-footed 17 BAB/Grapple: +6/+17 Attack: Bite +7 melee (1d6+3) or sonic blast (2d6) Full Attack: Bite +7 melee (1d6+3) or sonic blast (2d6) Space/Reach: 15 ft./10 ft. Special Qualities: Tremorsense Saves: Fort +5, Ref +4, Will +1 Abilities: Str 16, Dex 8, Con 10, Int 1, Wis 8, Cha 10 Skills: Listen +8 Environment: Any land or underground Organization: Solitary or herd (210) Challenge Rating: 4 Treasure: Gems only Alignment: Always neutral Advancement: 712 HD (Gargantuan) Giant worms, deep divers, and shakers are three breeds of the same species. In the wild they travel together in the same herds, with deep divers and shakers constituting about 10% of the overall giant worm population. The deep divers within these herds tend to spend half of their time with the herd and half their time on solitary deep dives. Since the advent of worm farmers, deep divers and shakers have been selectively bred because their traits are useful to the farmers. Deep divers are safer from attack by surfacedwellers such as lunar dragons, and shakers have powerful ranged attacks. Now it is possible to encounter entire herds of deep divers and shakers, though they are usually tended by worm farmers. The typical giant worm is a long, thin annelid, 5 feet in diameter. Its body is one huge muscle, coiled in one band after anoth-

Deep Diver Huge Magical Beast Hit Dice: 9d10+18 (68 hp) Initiative: 2 Speed: 20 ft., burrow 30 ft. AC: 20 (2 size, 2 Dex, +14 natural), touch 6, flat-footed 20 BAB/Grapple: +9/+22 Attack: Bite +13 melee (1d6+7) Full Attack: Bite +13 melee (1d6+7) Space/Reach: 15 ft./10 ft. Special Qualities: Tremorsense Saves: Fort +8, Ref +4, Will +2 Abilities: Str 24, Dex 6, Con 14, Int 1, Wis 8, Cha 10 Skills: Listen +11

CHPT.

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Shaker

er. This affords it great strength and protection. The deep diver breed is even more thickly muscled, a natural adaptation that allows itself to dig through densely packed earth further from the surface. Shakers have the same length and girth as their cousins but are visibly less strong. They emit a constant subsonic hum, which shakes loose the earth around them. In times of duress they defend themselves with a sonic blast.

live-born young. A worm that has survived its first three months is more valuable, since many die in infancy. The prices they can fetch are as follows:
Giant Worm Deep Diver

Newborn Young

1,000 gp 2,000 gp

1,200 gp 2,400 gp

1,500 gp 3,000 gp

An adult giant worm can be trained with a Handle Animal check at DC 24.

Combat
Giant worms travel mindlessly through the earth, ingesting the ground in front of them. They are not aggressive unless attacked. In fact, theyre practically oblivious unless attacked; despite their tremorsense, they ignore nearby creatures until wounded. Giant worms have a bite attack, but it is not very impressive. Their teeth are flat and designed for crushing mounds of stone and dirt. They arent equipped for swallowing large solid objects like people. Sonic Blast (Ex): Shakers can make a sonic blast attack. It is a cone 40 feet long; creatures caught within can make a DC 10 Reflex save to take half damage. The save DC is Constitution-based. The sonic blast is a reflexive response to pain, however, not a premeditated attack. If the shaker suffers damage, it has a 50% chance of using its sonic blast on the last creature to inflict damage on it. Otherwise, it bites. Only with a great deal of training can worm farmers teach shakers to use their sonic blast on command. Tremorsense (Ex): Giant worms are nearly blind. They navigate by sensing vibrations in the ground around them. They can automatically sense the location of anything within 60 feet that is in contact with the ground.

Training
Giant worms are routinely raised tame by the worm farmers. They do not lay eggs; instead, a pregnant worm gives birth to 3d6

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