Cerberus Worm
System: Pathfinder | SRD
Cerberus Worm
CR 14
XP 38400
Init +5
;
Senses all-around vision, darkvision 120 ft., low-light vision; Perception +9
Defense
AC 27, touch 7, flat-footed 26 (+1 Dex, +20 natural, –4 size)
hp 229 (17d10+136)
Fort +18,
Ref +13,
Will +6
Immune poison
Resist fire 30
SR 25
Offense
Speed 20 ft., swim 60 ft.
Melee 3 bites +22 (2d8+9 plus grab), tail slap +17 (2d8+4)
Space 20 ft.,
;
Reach 20 ft.
Special Attacks swallow whole (2d8+13 acid damage, AC 20, 22 hp), wreathe in poison
CMB +30 (+32 bull rush)
CMD 41 (43 vs. bull rush)
Statistics
Str 28,,
Dex 12,,
Con 27,,
Int 8,,
Wis 9,,
Cha 9
Base Atk +17
Feats Improved Bull Rush , Improved Initiative , Improved Lightning Reflexes , Improved Natural Attack (tail slap) , Iron Will , Lightning Reflexes , Power Attack , Skill Focus (Stealth) , Stealthy
Skills Acrobatics +4, Escape Artist +3, Perception +9, Stealth +2, Swim +25
Languages Aquan (can’t speak)
Special Abilities
Elusive (Su) A cerberus worm is rarely encountered unless it wishes to be. As a full-round action while in water, a cerberus worm can move up to its run speed (300 feet) without leaving any sign of its passing, as though affected by a pass without trace spell. An elusive cerberus worm gains a +40 circumstance bonus on its Stealth check. In addition, except when in combat, a cerberus worm is considered to be under the effects of a nondetection spell. Both of these spell effects function at caster level 20th and cannot be dispelled.
Poison (Ex) Wreathe in poison—inhaled; save Fortitude DC 26; frequency 1/round for 6 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
Wreathe in Poison (Ex) Once per day, as a standard action that does not provoke attacks of opportunity, a cerberus worm can wreathe itself in a poisonous mist that resembles black, licking flames for 3 minutes. This poisonous cloud surrounds the cerberus worm in a 30-foot radius, and creatures inside the radius are exposed to the cerberus worm’s poison. A creature that successfully saves against the poison once need not attempt additional saving throws while it remains in the poison. If a creature leaves the wreath and reenters it, however, the creature is again exposed to the poison and must attempt another saving throw.