Giant Tube Worm
System: Pathfinder | SRD
Giant Tube Worm
CR 2
XP 600
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
Immune mind-affecting effects
Offense
Speed 10 ft., swim 20 ft.
Melee 2 stings +4 (1d4+2 plus poison)
CMB +4
CMD 18 (can’t be tripped)
Statistics
Str 14,,
Dex 28,,
Con 15,,
Int —,,
Wis 11,,
Cha 3
Base Atk +2
Skills Swim +10
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.