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Giant Tube Worm

Several thin tendrils extend aggressively from the open tip of this red tube made of a coralline substance.

Giant Tube Worm CR 2

Source Bestiary 6 pg. 249
XP 600
N Medium vermin (aquatic)
Init +4; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +0

Defense

AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 19 (3d8+6)
Fort +5, Ref +5, Will +1
Defensive Abilities tube armor; Immune mind-affecting effects

Offense

Speed 10 ft., swim 20 ft.
Melee 2 stings +4 (1d4+2 plus poison)

Statistics

Str 14, Dex 28, Con 15, Int —, Wis 11, Cha 3
Base Atk +2; CMB +4; CMD 18 (can’t be tripped)
Skills Swim +10

Ecology

Environment any oceans
Organization solitary, pair, or cluster (3–12)
Treasure incidental

Special Abilities

Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1 Dex damage and staggered 1 round; cure 2 consecutive saves.

Tube Armor (Ex) A giant tube worm’s shell grants it a +4 natural armor bonus, but is somewhat brittle. Once a giant tubeworm is reduced to fewer than half its hit points (9 hp for the typical specimen), its tube shatters and it loses its natural armor bonus.

Description

The giant tube worm resides entirely within its constructed, armored tube. It extends its stinging tendrils out into the water to search for prey. This and the hookfang are but two varieties of the giant sea worm—some grow much larger, such as the gargantuan reef worm or the truly colossal trench worm. Others, like the brine worm and the crimson worm, are much smaller.