Size:
Huge
Type:
Monstrosity
Form:
vermian
Temper:
# App:
± 1
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
controller
Ground:
± 30'
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
± 10
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 bite + cold or breath or death explosion
Circumstance: Combat
2d8 bite, 1d8 cold, 15d6 breath, 20d6 death explosion
Special
Trill
This trilling affects all creatures other than frost worms within a 100-foot radius. Creatures must save vs. Paralysis or be stunned for as long as the worm trills and for 1d4 rounds thereafter. However, if the victim is attacked or violently shaken, another saving throw is allowed. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm's trill for 24 hours.
Special
Intense Cold
The body of a frost worm generates intense cold, causing opponents to take an extra 1d8 points of cold damage every time the creature succeeds on a bite attack. Any creature attacking a frost worm unarmed or with non-magical weapons suffers this same cold damage each time one of its attacks hits.
Special
Frost Breath
A frost worm can breathe a 30-foot cone of frost once per hour for 15d6 points of cold damage. Those struck may save vs. Dragon Breath for half damage. Opponents held motionless by the frost worm's trill cannot save.
Special
Death Explosion
When killed, a frost worm turns to ice and shatters in an explosion, dealing 20d6 points of damage to everything within 100 feet. A victim may save vs. Dragon Breath for half damage.
Environments
arctic
A 40-foot long creature with huge mandibles that lurks under snow and generates intense cold
A Frost Worm grows about 40 feet long, has two huge mandibles, and a strange orifice on its head that it uses to create a trilling sound during combat. It can burrow through ice and frozen earth but not stone. When moving through such hard materials, it leaves behind a usable tunnel about 5 feet in diameter.
A frost worm lurks under the snow, waiting for prey to come near. It begins an attack with the trill, which forces its prey to stand motionless, and then sets upon helpless prey with its bite.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Pathfinder 2e
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
Actions/Abilities/Traits: Pathfinder 2e
A 40-foot long creature with huge mandibles that lurks under snow and generates intense cold
A Frost Worm grows about 40 feet long, has two huge mandibles, and a strange orifice on its head that it uses to create a trilling sound during combat. It can burrow through ice and frozen earth but not stone. When moving through such hard materials, it leaves behind a usable tunnel about 5 feet in diameter.
A frost worm lurks under the snow, waiting for prey to come near. It begins an attack with the trill, which forces its prey to stand motionless, and then sets upon helpless prey with its bite.
Basic Fantasy Field Guide Omnibus