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Abyssal Worm Plague
Large Outsider (Chaotic, Demon, Evil)
Hit Dice 12d8+60 (114 hp)
Initiative +4 (Improved Initiative)
Speed 40 ft., burrow 20 ft.
AC 17 (–1 size, +8 natural)
Attacks 4 tentacle slams +16/+11/+6 melee
Damage Tentacle slam 1d8+5 plus 2d6 acid each
Face/Reach 10 ft. x 10 ft./20 ft.
Special Attacks Acid Slime, Constrict 2d6, Corruption, Improved Grab
Special Qualities Acid Immunity, Amorphous, Damage Reduction 20/+2, Darkvision 60 ft., Half Damage, Immunities, Resistances, Spell Resistance 22, Telepathy 100 ft.
Saves Fort +13, Ref +8, Will +10
Abilities Str 20, Dex 10, Con 20, Int 12, Wis 14, Cha 16
Skills Balance +2, Climb +17, Hide +8, Intimidate +18, Jump +20, Listen +14, Move Silently +15, Search +14, Spot +14, Tumble +17
Feats Improved Critical (slam), Improved Initiative, Lightning Reflexes, Power Attack
Climate/Terrain Any land and underground
Organization Solitary, gang (2–4), or troupe (1 abyssal worm plague and 2–5 abyssal plague hosts)
Challenge Rating 12
Alignment Always chaotic evil
Advancement 12–16 HD (Large), 17–24 HD (Huge), 25–32 HD (Gargantuan)
Acid Immunity (Ex) Abyssal worm plagues are immune to acid damage.
Acid Slime (Ex) Abyssal worm plagues are covered in a thick, potent acidic slime. All natural melee attacks made by the creature deal an extra 2d6 points of acid damage. Any attempt to grapple the abyssal worm plague also causes 2d6 points of acid damage. The acid remains potent and viscous, dealing 1d6 points of damage per round after contact, until washed with at least a quart of water. Items that come in contact with the slime take 1d6 points of damage per round (minus the object’s hardness). Magical items are allowed a Fortitude save (DC 15), and those that save take no damage.
Amorphous (Ex) An abyssal worm plague is not subject to critical hits. It has no clear front or back, so it cannot be flanked.
Constrict (Ex) The creature crushes its opponent, dealing 2d6 points of bludgeoning damage, after making a successful grapple check. It deals this Constriction damage in addition to the normal 1d8+5 plus 2d6 points of acid damage dealt by the tentacle used to grab.
Corruption (Ex) The most dreaded power of the abyssal worm plague is its ability to turn a creature into an abyssal plague host, and use it as food to create a new abyssal worm plague. To do this, the worm plague must draw a creature into its space and hold it using its Improved Grab ability (simply entering another creature’s range will not work). The round after the abyssal worm plague puts the creature in a hold, it may attempt to Corrupt the creature as a full-round action. A creature being corrupted makes a Fortitude save (DC 19). It is easier for the abyssal worm plague to Corrupt creatures who are of the same alignment it is, and harder to Corrupt those of a diametrically opposed alignment. Creatures gain a morale bonus or penalty to their save based on their alignment: +4 lawful good, +2 chaotic or neutral good, –2 lawful or neutral evil, –4 chaotic evil. Chaotic, lawful, and true neutral creatures receive no bonus or penalty. If the save fails, the abyssal worm plague has “seeded” the creature with its larvae; these will eventually grow into a new worm plague. The creature is automatically slain, and the abyssal plague host template is applied to him; 1d4 rounds later, the creature becomes an abyssal plague host.
Damage Reduction (Su): The creature ignores 20 hit points from most weapons and natural attacks. A +2 weapon or better negates the ability.
Half Damage (Ex): Any nonmagical attack against an abyssal worm plague, including hits from enchanted weapons, deals only half damage. This effect does not stack with the worm plague’s Damage Reduction; apply either the Damage Reduction or the Half Damage, whichever results in the least amount of damage suffered.
Improved Grab (Ex): If the creature hits an opponent of at least one size category smaller than itself or smaller with its tentacle slam, it deals its normal 1d8+5 plus 2d6 points of acid damage and either attempts to start a grapple as a free action without provoking an attack of opportunity, or it pulls the opponent into its space without provoking an attack of opportunity and holds him with a –20 penalty to grapple checks, using its remaining attacks against other opponents. A successful hold deals 2d6 points of Constriction damage as well.
Outsider: Outsiders have Darkvision with a range of 60 feet. Abyssal plague worms are not proficient with weapons. A slain outsider cannot be raised or resurrected, although a wish or miracle spell can restore it to life.
Skills: Abyssal worm plagues take a –4 size penalty to their Hide checks, and receive a +2 synergy bonus to Tumble checks. They also get a +2 synergy bonus to Balance and Jump checks, receive a +3 dodge AC bonus when fighting defensively or taking a full-round action, and get a +6 dodge AC bonus when on total defense. This has been included in the stats, above.
Spell Resistance (Ex): To determine if a spell or spell-like ability works against an abyssal worm plague, the spellcaster makes a level check (1d20 + caster level). If the result equals or