Frost Worm



3e

         
   TN   
         

Pathfinder facts

  • CR: 12
  • XP: 19,200
  • Size: Huge
  • Type: Magical Beast
  • Tags: cold
  • Initiative: +7
  • Senses: darkvision 60 ft., low-light vision
  • AC: 27, touch 11, flat-footed 24 (+3 Dex, +16 natural, –2 size)
  • HP: 168 (16d10+80)
  • Saves: Fort +15, Ref +13, Will +10
  • Speed: 30 ft., burrow 10 ft.
  • Melee: bite +25 (4d10+15 plus 4d6 cold)
  • Space: 15 ft.
  • Reach: 10 ft.
  • Abilities: Str 31, Dex 16, Con 21, Int 2, Wis 16, Cha 11
  • Attacks: Base Atk +16; CMB +28; CMD 41 (can't be tripped)
  • Feats: Cleave, Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Stand Still, Weapon Focus (bite)
  • Skills: Perception +17, Stealth +6 (+14 in ice and snow); Racial Modifiers +8 Stealth in ice and snow
  • Organization: solitary
  • Treasure: incidental
 

Pathfinder sources

 

D&D 3.5 facts

 

D&D 3.5 sources

 

         
   TN   
         

D&D 3.0 facts

  • Abilities: Str 26, Dex 10, Con 20, Int 3, Wis 11, Cha 5
  • AC: 18 (-2 size, +10 natural)
  • Advancement: 15-21 HD (Huge); 22-42 HD (Gargantuan)
  • Attacks: Bite +20 melee
  • CR: 12
  • Damage: Bite 2d6+12 and 1d8 cold
  • HD: 14d10+70 (147)
  • Initiative: +4 (Improved Initiative)
  • Organization: Solitary
  • Qualities: Cold subtype, death throes
  • Reach: 5 ft. by 40 ft./10 ft.
  • Saves: Fort +14, Ref +9, Will +6
  • Size: Huge
  • Skills: *A frost worm, due to its coloration and its affinity for burying itself in the snow, receives a +10 racial bonus to Hide checks in its native environment.
  • Speed: 30 ft., burrow 10 ft.
  • Tag: Cold
  • Terrain: Any cold land
  • Treasure: None
  • Type: Magical Beast