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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.

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