3 minute read
Thrum Worm
Illus. by J. Nelson
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Treasure: Standard Alignment: Usually neutral evil Advancement: 7–12 HD (Medium); 13–18 HD (Large) Level Adjustment: +4
This human-sized reptile moves with a speed and grace that belie its obvious strength. Easily 6 feet long, the gray-scaled dragon has long, razor-sharp claws and a powerful, crushing jaw.
Stone drakes live deep under the earth, hunting wild beasts and unwary miners alike. Although they never grow to the size or great age that true dragons reach, stone drakes share their physical prowess and gifted intellects. Unlike true dragons, stone drakes do not covet treasure, and they rarely attack out of any motivation other than hunger. A stone drake looks like a gray-scaled reptile the size of a very large dog. Its sleek scales accentuate its speed and strength, and its long claws can easily dig into solid stone. Stone drakes speak Draconic and Undercommon.
Combat
Stone drakes keep to the shadows, hiding in nooks or clinging to the ceiling above unsuspecting prey. Because of their stealth and cunning, combat usually takes place on the stone drake’s terms. To begin a fight, a stone drake charges the foe it has picked out as its meal, attempting to strike quickly and then retreat with its catch.
Acid Bite (Ex): A stone drake deals an extra 1d6 points of acid damage with a successful bite attack.
Ambush (Ex): Any time a stone drake makes a successful charge attack against a fl at-footed opponent, it deals double damage with its bite.
Light Sensitivity (Ex):
Stone drakes are dazzled in bright sunlight or within the radius of a daylight spell.
Perfect Climbing (Ex): A stone drake moves with perfect ease while climbing. It can move at full speed across ceilings, overhangs, and other slanted or vertical surfaces without making Climb checks, and it does not have to make a Climb check to avoid losing its grip when it takes damage.
Skills: A stone drake has a +4 racial bonus on Hide and Move Silently checks. It never needs to make a Climb check due to its perfect climbing ability.
Stone drake Medium Magical Beast Hit Dice: 2d10+4 (15 hp) Initiative: +1 Speed: 20 ft. (4 squares), burrow 20 ft. Armor Class: 14 (+1 Dex, +3 natural), touch 11, fl at-footed 13 Base Attack/Grapple: +2/+3 Attack: Bite +3 melee (1d4+1) or sonic ray +3 ranged touch (1d8 sonic) Full Attack: Bite +3 melee (1d4+1) or sonic ray +3 ranged touch (1d8 sonic) Space/Reach: 5 ft./5 ft. Special Attacks: Sonic ray Special Qualities: Darkvision 60 ft., low-light vision, trainable, tremorsense 60 ft. Saves: Fort +5, Ref +4, Will +1 Abilities: Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Skills: Hide +3, Listen +3, Move Silently +3 Feats: Blind-Fight
Environment: Underground Organization: Solitary or pair Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 3–4 HD (Medium); 5–6 HD (Large) Level Adjustment: —
This thick, wormlike creature is longer than an adult human is tall. Its head rears up as if it intends to strike, but then its teeth retract.
Thrum worms are unusual, slow-moving worms often used by specialized gnome cavalry. The gnomes take advantage of the worms’ burrowing abilities in several ways. In times of peace, they use their unique mounts to fi nd ore and mineral deposits, and in times of war, they burrow behind enemy lines and infiltrate enemy encampments. Thrum worms grow to around 8–10 feet long and weigh up to 200 pounds when fully grown. They have dry, rubbery, orange-brown hides and smell of soil. A thrum worm’s mouth has two rows of very small teeth that it can tuck inside its mouth when shooting its sonic ray.
Combat Thrum worms generally avoid combat when they can. When forced to fi ght by a burrowing predator or when directed to fi ght by a rider or handler, the thrum worm relies on its sonic ray as its primary attack form.