Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Breath Weapon
(evocation, fire, primal) The crimson worm breathes a blast of flame in a 60-foot cone that deals 18d6 fire damage to all creatures in the area (DC 41 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Crimson Worm Venom
(poison) Saving Throw DC 41 Fortitude, Maximum Duration 6 rounds; Stage 1 1d6 poison damage and drained 1 (1 round), Stage 2 2d6 poison damage and drained 1 (1 round); Stage 3 2d6 poison damage and drained 2 (1 round).
Ability
Fast Swallow
Circumstance: Trigger: The worm Grabs a creature.
The worm uses Swallow Whole.
Ability
Fire Healing
As long as a crimson worm is in contact with a fire or body of magma at least as large as itself, it gains fast healing 20. When struck by a magical fire effect from anything other than itself, a crimson worm regains Hit Points equal to half the fire damage the effect would otherwise deal.
Ability
Inexorable
The crimson worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain.
Ability
Rock Tunneler
A crimson worm can burrow through solid stone at a Speed of 20 feet. It can leave a tunnel if it desires, and it usually does.
Ability
Shake It Off
Circumstance: Trigger: The crimson worm would be affected by a condition or adv
Frequency: once per day
The crimson worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way.
Ability
Swallow Whole
Huge, 3d10+10 bludgeoning plus 2d6 fire, Rupture 36
Ability
Thrash
The worm makes a Strike once against each creature in its reach. It can Strike up to once with its jaws, up to once with its stinger, and any number of times with its body. Each attack counts toward the worm's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks.
Offense
Melee
Circumstance: combat round (melee)
jaws +36 [+31/+26] (deadly 3d10, fire, reach 20 feet), Damage 3d10+18 piercing plus 2d6 fire and Improved Grab
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Perception
darkvision
tremorsense (imprecise) 100 feet
Weakness
cold 15