Wrackworm
System: Pathfinder | SRD
Wrackworm
CR 20
XP 307200
Init +9
;
Senses blindsight 60 ft., darkvision 60 ft.; Perception +33
Defense
AC 37, touch 7, flat-footed 32 (+5 Dex, +30 natural, –8 size)
hp 362 (25d10+225); fast healing 20
Fort +19,
Ref +21,
Will +21
DR 15/adamantine and lawful
Immune ability damage, ability drain, acid, disease, mind-affecting effects, poison
SR 31
Offense
Speed 50 ft., burrow 50 ft., climb 50 ft.
Melee bite +30 (4d6+13/19–20 plus grab), 4 claws +30 (2d8+13/19–20), sting +30 (2d8+13/19–20 plus poison)
Space 30 ft.,
;
Reach 30 ft.
Special Attacks disgorge wracked reality, penetrating strikes, wrack reality
CMB +46 (+48 bull rush)
CMD 61 (63 vs. bull rush, can’t be tripped)
Statistics
Str 36,,
Dex 21,,
Con 28,,
Int 3,,
Wis 20,,
Cha 3
Base Atk +25
Feats Awesome Blow , Combat Reflexes , Critical Focus , Great Fortitude , Improved Bull Rush , Improved Critical (bite) , Improved Critical (claw) , Improved Critical (sting) , Improved Initiative , Iron Will , Lightning Reflexes , Power Attack , Staggering Critical
Skills Climb +49, Perception +33
Languages Abyssal (can’t speak)
SQ compression
Special Abilities
Caustic Ichor (Ex) A wrackworm’s blood is a foul, caustic substance that burns flesh and dissolves matter. The first time in a round when a creature attacks a wrackworm with a melee weapon, the creature must succeed at a DC 27 Reflex saving throw or be struck by the creature’s blood. On a failed save, the creature takes 1d6 points of acid damage each time that round it successfully hits the wrackworm with a melee weapon. A slashing or piercing melee weapon automatically takes 1d6 points of acid damage each time it damages a wrackworm. This acid damage ignores the first 10 points of a weapon’s hardness. The save DC is Dexterity-based.
Disgorge Wracked Reality (Su) Once per minute as a standard action, a wrackworm can vomit up the partially digested contents of one of its many stomachs. This acts as a breath weapon that deals 10d6 points of acid damage and 10d6 points of bludgeoning damage to creatures in a 50-foot cone (Reflex DC 31 half); creatures that fail their Reflex saves are also exposed to the worm’s poison. The material vomited forth by the wrackworm consists of all manner of ruined material—bodies, buildings, objects, vegetation, and more. For the following minute, the ground in the area affected by this breath weapon becomes difficult terrain that deals 2d6 points of acid damage to creatures that end their turns on the ground in the area. The save DC is Constitution-based.
Penetrating Strikes (Ex) A wrackworm’s natural attacks ignore damage reduction and hardness.
Planar Anchor (Ex) Although a wrackworm is an extraplanar outsider, it cannot be banished from or forced to travel to another plane (including temporary extradimensional spaces, such as the one created by maze ) unless it wishes to be affected by the effect.
Poison (Ex) Sting—contact or injury; save Fort DC 31; frequency 1/round for 6 rounds; effect 1d4 Str drain and 1d4 Con drain; cure 2 consecutive saves. The save DC is Constitution-based.
Twisting Coils (Su) A wrackworm’s immense coiled body reacts instinctively to avoid attacks that merely need to touch the creature to affect it, shifting and twisting out of the way with unnerving speed. The first time each round a wrackworm is attacked by anything that resolves against its touch AC, the wrackworm gains a +30 dodge bonus against that attack.
Wrack Reality (Su) As a move action, a wrackworm can gnaw through the walls of reality to create a vertically aligned dimensional portal. It can do so to create a portal that links an adjacent space to another visible space within 1 mile, or it can do so to create an interplanar portal between its current plane and a plane of its choice (typically at a random point on the other plane, as most wrackworms have little capacity or interest in precision travel). Once the portal is created, it remains in effect as long as the wrackworm is adjacent to it. The portal itself consists of a 10-foot-diameter hole in reality—large enough for a Large creature (or a creature with the compression ability, such as a wrackworm) to pass through. The hole does not undermine structural integrity or otherwise damage objects in the region it exists in. A wrackworm can use this hole to attack distant foes (and often does so to attack foes who use ranged superiority or flight against the worm), or crawl through the hole to reach a new location. This ability functions even in areas where planar travel does not function (as in the case of areas under the effects of dimensional lock or forbiddance ) or if the effect that bars planar travel functions at caster level 20th or lower, but in such areas the ability requires a standard action rather than a move action to activate. Once the wrackworm is not adjacent to the portal, it immediately closes. A creature standing partially in the portal when it closes must decide which side of the portal it wishes to fully emerge from as it closes.