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Ghoul Worm

Large Aberration

Hit Dice: 10d8+50 (95 hp),dying/dead –6/–20 Initiative: +3 Speed: 30 feet AC: 18 (–1 size,–1 Dexterity,+10 natural),touch 8, flat-footed 18 Base Attack/Grapple: +7/+14 Attack: Bite +10 melee (1d8+4) Full Attack: Bite +10 melee (1d8+4) and slam +5 melee (1d8+2) Space/Reach: 10 feet/10 feet (Face/Reach:5 feet by 5 feet/10 feet) Special Attacks: Horror,enhanced speed burst,disease, improved grab,constrict Special Qualities: Darkvision 60 feet,stench,sunlight vulnerability Saves: Fort +8,Ref+4,Will +7 Abilities: Str 19,Dex 9,Con 20,Int 7,Wis 11,Cha 9 Skills: Sneak +4,Spot +8 Feats: Bloody Strike,Improved Initiative,Lightning

Reflexes,Night Owl,Skill Focus (Sneak)

Environment: Any land Organization: Solitary Challenge Rating: 9 Treasure: Standard Advancement: 11–20 HD (Huge) Level Adjustment: —

It is common knowledge that ghoul worms are undead. Gossipy tales told by those “in the know” invariably call the creatures undead,and when a person first sees one,nothing suggests that such information might be incorrect.In both appearance and smell,the creatures appear to be the stillthrashing but rotting corpse ofsome deceased worm or snake ofincredible size,or possibly a naga.

Despite what its appearance would suggest,what common knowledge—even its own name—attests,the ghoul worm is not undead,nor does it bear any relationship to true ghouls.The only thing it has in common with its namesake is its food preferences (and sometimes its habitat).The ghoul worm feeds on humanoid and giant corpses,preferably those a week to two weeks old.Sometimes ghoul worms come to cemeteries to eat recently buried bodies.As such,many areas plagued by these terrible beasts post a watch over their cemeteries to keep the graves from being defiled.A ghoul worm tears up a whole graveyard when it arrives looking for food.They are the bane ofnecromancers, who usually attempt to kill them on sight,as do most champions ofdeath,who do not wish to see the dead disturbed. A ghoul worm does not care ifthe corpse is animated or not—an undead humanoid or giant not too long out ofthe grave provides just as good a meal as one the ghoul worm digs up itself.

These aberrations live nocturnal lifestyles.They spend the day in caves or holes,hunting at night on the surface.A ghoul worm will not willingly come into the sunlight.In fact, it squeals and screams ifthe rays ofthe sun fall upon any part ofits body.

When it isn’t foraging through a cemetery,the ghoul worm stalks and kills its prey,then drags it back to its grisly lair to wait for the corpse to decompose to its liking.Thus,a ghoul worm’s lair is usually filled with rotting corpses waiting to be devoured.Its home also may contain three to four eggs that it nurtures;these eggs take almost a year to hatch. The creatures establish their lairs near roads,towns,or other sources offood.They seem to prefer giant carcasses most of all,but they learn quickly that giants make dangerous prey.

Ghoul worms are hideous.Their skin has the pale greenish white color ofa decaying corpse,and their flesh hangs on them in drooping folds that appear to be rotting offthem. Their misshapen,humanlike heads are surrounded by squirming tendrils that help them hold objects (but are not useful in combat,except to make their appearance all the more horrific).The flesh on a ghoul worm’s face is darker than on the rest ofits body,and its wide mouth bristles with long,jagged teeth like mispounded nails protruding from the back ofa board.Its dark eyes flare with a fiery redorange when it strikes.

Sages and akashics studying the varied lifeforms ofthe Lands ofthe Diamond Throne have determined that ghoul worms are distantly related to nagas:dramojh-created fusions ofhumans and serpents into chimerical beings.However,no records show any dramojh influence on ghoul worms.Thus, learned folk conjecture that the ghoul worms are an offshoot ofthe naga—perhaps nagas themselves are in a state offlux.

Ghoul worms speak a few words ofCommon.They are always Unbound.

Combat

The ghoul worm’s preferred method ofattack is to surprise its foes with a sudden strike.It can coil itselfup and lunge forward with incredible speed.The creature’s sudden appearance can stun foes,making them perfect targets.The bites from its foul mouth carry disease and infection,and it can also slam a foe with its long tail,then coil around to suffocate it with a few squeezes ofits horrid body.Once a ghoul worm kills a single humanoid or giant foe,it attempts to make offwith its prize rather than continue to fight.

Horror (Ex): Ifit can achieve surprise,the sudden appearance ofa ghoul worm is horrifying.Those who see it must succeed at Will saving throws (DC 14) or remain stunned for 1 round.This is a mind-affecting fear effect.The save DC is Charisma based.

Stench (Ex): The ghoul worm exudes a stench so foul that any creature within 10 feet ofit must succeed at a Fortitude saving throw (DC 20) or become nauseated for 1d3 rounds.Nauseated creatures cannot attack,cast spells, concentrate on spells,or do anything else requiring attention.The only action such a character can take is a single move action per turn,plus free actions (but not casting quickened spells).Once the saving throw is made,successful or not,a creature need attempt no further saves against this specific ghoul worm’s stench until a day has passed (unless the creature is constricted;see below).The saving throw DC is Constitution based.

Enhanced Speed Burst (Ex): Similar to the Speed Burst feat,a ghoul worm can take an additional move action in a single round three times per day.Further,ifit uses both of its move actions for the round for actually moving its speed, it can move at three times its speed (180 feet in 1 round) and still take a standard action.

Disease (Ex): The ghoul worm’s bite transmits disease.A foe must succeed at a Fortitude saving throw (DC 20) or contract a disease called blood rot (see below).The saving throw DC is Constitution based.

Improved Grab (Ex): To use this ability,a ghoul worm must hit with its slam attack.It can then attempt to start a grapple as a free action without provoking an attack of opportunity.Ifit wins the grapple check,it establishes a hold and can constrict.

Constrict (Ex): When a ghoul worm establishes a hold,it wraps its body around its foe.The ghoul worm inflicts 1d8+4 points ofdamage each round as it holds a foe.Worse,a constricted foe must make a new saving throw against the worm’s stench,this time with a –4 penalty.

Sunlight Vulnerability (Ex): Ghoul worms suffer a –2 competence penalty to attack rolls,saving throws,and skill checks when exposed to direct,natural sunlight.

Blood Rot

Infection: Injury DC: 20 Incubation: One day Damage: 1d3 Dexterity,1d3 Strength Description: Blood rot is an infection that curdles and thickens the victim’s blood with dead organic matter.It is extremely deadly,as the thickened blood clogs the victim’s heart and arteries until they burst.

Ghoul Worm Encounter (EL 9)

Friends ofthe player characters contact them,saying they are worried about a young human boy named Machal.When asked what’s wrong with the boy,the friends reply that he’s dead—but that’s not the problem.There have been graveyard defilements in the area recently,and they don’t want Machal’s grave disturbed.The locals fear ghouls or necromancers,although some tell ofseeing an undead serpent wandering the fields at night.Ifthe PCs keep a vigil in the cemetery,a ghoul worm attacks.Although the beast came looking for corpses,it will certainly settle for a living humanoid it can kill and drag away.

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