Actions/Abilities/Traits: (OSR)
Special
|Breath Weapon|Cold|Death Throes|Trill|Vulnerability to|Fire
Any creature that attacks a frost worm with an unarmed strike or a natural weapon takes takes 2d8 cold damage per round the grapple is maintained. A frost worm's body generates intense cold, allowing it to deal an additional 1d6 cold damage with its bite attack.
Special
|Breath Weapon|Cold|Death Throes|Trill|Vulnerability to|Fire
When killed, a frost worm explodes in a 100-foot-radius burst that deals 3d8 cold damage and piercing damage (Breath save halves both types of damage).
Special
|Breath Weapon|Cold|Death Throes|Trill|Vulnerability to|Fire
As a full-round action, a frost worm can emit a strange trilling sound that affects all creatures within a 100-foot radius. Creatures must succeed on a Spell save or be fascinated for as long as the worm continues to trill (the frost worm can maintain this trill by concentrating). Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm's trill for 24 hours. This is a sonic mind-affecting effect.
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Cleave
Action
Feat 2
Combat Reflexes
Action
Feat 3
Improved Initiative
Action
Feat 4
Iron Will
Action
Feat 5
Power Attack
Action
Feat 6
Skill Focus (Perception)
Action
Feat 7
Stand Still
Action
Feat 8
Weapon Focus (bite)
Action
Melee 1
bite +25 (4d10+15 plus 4d6 cold)
Special
A frost worm's body generates intense cold, allowing it to deal an additional 4d6 cold damage with its bite attack. Any creature that attacks a frost worm with an unarmed strike or a natural weapon takes 1d6 points of cold damage per successful hit. A creature that grapples or is grappled by a frost worm takes 4d6 points of cold damage per round the grapple is maintained.
Special
Death Throes (Su)
When killed, a frost worm explodes in a 100-foot-radius burst that deals 12d6 cold damage and 8d6 piercing damage (DC 23 Reflex half). The save DC is Constitution-based.
Special
Trill (Su)
As a full-round action, a frost worm can emit a strange trilling sound that affects all creatures within a 100-foot radius. Creatures must succeed on a DC 18 Will save or be fascinated for as long as the worm continues to trill (the frost worm can maintain this trill by concentrating). Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm's trill for 24 hours. This is a sonic mind-affecting effect. The save DC is Charisma-based.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Breath Weapon
(cold, evocation, primal) The frost worm exhales a blast of frost, dealing 13d6 cold damage to creatures in a 50-foot cone (DC 32 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Death Throes
(cold, evocation, primal) When a frost worm dies, it explodes in a 100-foot burst of searing cold blood. All creatures and objects in range take 10d8 cold damage (DC 29 basic Reflex save).
Ability
Freezing Blood [Reaction]
Circumstance: Trigger: The frost worm takes piercing or slashing damage;
(cold) Trigger: The frost worm takes piercing or slashing damage; Effect The frost worm's freezing blood sprays out on a random creature within 10 feet of the frost worm. That creature takes 7d6 cold damage (DC 29 basic Reflex save).
Ability
Worm Chill
(aura, cold, evocation, primal) 5 feet. A creature that enters or begins its turn in the emanation takes 3d6 cold damage (DC 29 basic Reflex save).
Ability
Worm Trill
(auditory, concentrate, enchantment, mental, primal) The frost worm emits a hypnotic trill. Each non-frost worm creature within 100 feet must attempt a DC 32 Will save. The effects of Worm Trill last for 1 round, but if the frost worm uses this ability again on subsequent rounds, it extends this duration by 1 round for any creature already affected. Success The creature is unaffected and is immune to Worm Trill for 24 hours. Failure The creature is fascinated by the frost worm. Critical Failure As failure, but the fascinated condition doesn't end if the frost worm uses hostile actions against the creature.
Offense
Melee
Circumstance: combat round (melee)
jaws +25 [+20/+15], Damage 3d8+10 piercing plus 2d6 persistent cold
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Trait
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Perception
darkvision
Weakness
fire 15