Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
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6<br />
Bloodworms<br />
Large Animal (<strong>Aquatic</strong>)<br />
Hit Dice: 6d8+39 (66 hp)<br />
Initiative: +1<br />
Speed: Swim 20 ft. (4 squares)<br />
Armor Class: 14 (-1 size, +1 Dex, +4 natural),<br />
touch 10, flat-footed 13<br />
Base Attack/Grapple: +4/+12<br />
Attack: Bite +7 melee (1d8+6)<br />
Full Attack: Bite +7 melee (1d8+6)<br />
Space/Reach: 10 ft/l5 ft.<br />
Special Attacks: Increased reach<br />
Special Qualities: Blind, blindsight 30 ft, low-<br />
This eel-like creature’s skin appears to be<br />
made <strong>of</strong> blood. Its eyeless head is fishlike, with a<br />
few needlelike teeth.<br />
Bloodworms are found only on <strong>the</strong> deeper<br />
sections <strong>of</strong> <strong>the</strong> ocean floor in regions with<br />
hydro<strong>the</strong>rmal vents. <strong>The</strong>y are not actual worms but<br />
eel-like fish with long, thin bodies and very small<br />
fins. <strong>The</strong>y are bright red in color; <strong>the</strong> large number<br />
<strong>of</strong> capillaries close to <strong>the</strong>ir skin surface makes <strong>the</strong>m<br />
appear as if <strong>the</strong>ir skin is made <strong>of</strong> blood. Bloodworms<br />
have fish-like, predatory heads with a small number<br />
<strong>of</strong> sharp teeth and no eyes. <strong>The</strong>y spend <strong>the</strong>ir entire<br />
lives near <strong>the</strong> bottom <strong>of</strong> <strong>the</strong> sea, unable to survive at<br />
lesser depths due to <strong>the</strong> difference in pressure.<br />
Despite <strong>the</strong>ir ability to move, bloodworms<br />
are mostly stationary creatures. <strong>The</strong>y cluster around<br />
hydro<strong>the</strong>rmal vents and build rocky tubes for shelter<br />
out <strong>of</strong> <strong>the</strong> minerals deposited <strong>the</strong>re. Tube walls are<br />
several inches thick and very hard; most bloodworms<br />
live in tubes 4 to 6 feet tall, but some have built <strong>the</strong>ir<br />
homes in chemical mounds 30 feet high.<br />
Bloodworm clusters can grow very large in<br />
number, sometimes forming small forests <strong>of</strong> tubes.<br />
<strong>The</strong>y live in <strong>the</strong>se tubes until <strong>the</strong>y are outgrown<br />
or <strong>the</strong> creature is forced to flee, swimming freely<br />
until <strong>the</strong>y find a place to build <strong>the</strong>ir next home. A<br />
bloodworm goes through about half a dozen tubes in<br />
its lifetime.<br />
Most aquatic races avoid <strong>the</strong>se creatures,<br />
thinking <strong>the</strong>m dangerous carnivores that will attack<br />
humanoids if hungry enough. Bloodworms are <strong>of</strong><br />
little interest to most predators, and <strong>the</strong>ir meat is<br />
universally reviled as a food. <strong>The</strong>ir colonies are<br />
considered a very risky place to visit, despite <strong>the</strong><br />
mineral wealth <strong>the</strong>y <strong>of</strong>ten rest upon. Some sea<br />
dwellers eke out a living stealing from <strong>the</strong> richest<br />
<strong>of</strong> <strong>the</strong>se areas, which <strong>of</strong>ten hide chemically formed<br />
gems <strong>of</strong> great beauty.<br />
<strong>The</strong> bloodworm is a predator and scavenger<br />
that feeds on <strong>the</strong> many creatures attracted to<br />
hydro<strong>the</strong>rmal vents on <strong>the</strong> sea floor. When attacking<br />
108<br />
light vision, pressure dependence, resistance to<br />
fire 20, rock tube<br />
Saves: Fort +13, Ref +6, Will +3<br />
Abilities: Str 18, Dex 12, Con 22, Int 1, Wis<br />
12, Cha 5<br />
Skills: Listen +9, Spot +8, Swim +12<br />
Feats: Alertness, Great Fortitude, Toughness<br />
Environment: Any aquatic<br />
Organization: Solitary or colonies (3-40)<br />
Challenge Rating: 6<br />
Treasure: Standard<br />
Alignment: Always neutral<br />
Advancement: 7-12 HD (Large); 13-18 HD<br />
(Huge)<br />
Level Adjustment: –<br />
live prey, it prefers creatures smaller than itself, only<br />
attacking larger creatures if it is very hungry. <strong>The</strong><br />
remains <strong>of</strong> <strong>the</strong> bloodworm are a prime component<br />
in creating potions <strong>of</strong> water breathing, reducing <strong>the</strong><br />
cost <strong>of</strong> creating such an item by 500 gp. A single<br />
bloodworm produces enough material to reduce<br />
<strong>the</strong> cost <strong>of</strong> four such items. A bloodworm can be<br />
summoned using a summon nature’s ally V spell.<br />
Combat<br />
Bloodworms only attack when hungry or to<br />
defend <strong>the</strong> colony. If one worm is attacked, o<strong>the</strong>rs<br />
rally to its defense, but <strong>the</strong>y do not leave <strong>the</strong>ir tubes<br />
to do so. Bloodworms only flee <strong>the</strong>ir tubes if it will<br />
aid <strong>the</strong>m in escaping an enemy. O<strong>the</strong>rwise <strong>the</strong>y<br />
remain in place and fight back with <strong>the</strong>ir bite as best<br />
<strong>the</strong>y can.<br />
Increased Reach (Ex): Due to <strong>the</strong> long neck <strong>of</strong><br />
<strong>the</strong> bloodworm it is able to reach a great distance to<br />
attack a foe. <strong>The</strong> worm has a reach <strong>of</strong> 15 feet with its<br />
bite attack. Because <strong>of</strong> <strong>the</strong> flexibility <strong>of</strong> its neck, <strong>the</strong><br />
bloodworm can attack adjacent foes with no penalty.<br />
Blind (Ex): Bloodworms are blind (but have<br />
<strong>the</strong> blindsight special quality). <strong>The</strong>y have immunity<br />
to gaze attacks, visual effects, illusions, and o<strong>the</strong>r<br />
attack forms that rely on sight.<br />
Pressure Dependence (Ex): Bloodworms<br />
are immune to <strong>the</strong> effects <strong>of</strong> pressure at <strong>the</strong> ocean<br />
depths. <strong>The</strong>y take 1d6 points <strong>of</strong> damage each round<br />
<strong>the</strong>y are at a depth <strong>of</strong> less than 1,000 feet, slowly<br />
exploding due to pressure loss.<br />
Rock Tube (Ex): While in its rock tube, a<br />
bloodworm gains a +4 armor bonus to Armor Class,<br />
but its swim speed is reduced to 0 feet. It can eject<br />
from <strong>the</strong> tock tube as a full round action.<br />
Skills: A bloodworm has a +8 racial bonus on<br />
any Swim check to perform some special action or<br />
avoid a hazard. It can always can choose to take 10<br />
on a Swim check, even if distracted or endangered.<br />
It can use <strong>the</strong> run action while swimming, provided<br />
it swims in a straight line.