Ice Worm

Large corrupted abomination, any evil

Armor Class 18 (natural armor)
Hit Points 80 (10d10+20)
Speed 40

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Strength +8
Skills Perception +4
Condition Immunities corruption
Senses darkvision, Sense Movement
Language none
Fear Rating 8
Challenge 6 (1,100 XP)

ACTIONS

  • Crushing Attack. Melee Weapon Attack: +10 to hit. Hit: 2d10+4.
  • Tentacles. d6 Melee Weapon Attacks: +7 to hit, d8+3 damage. Tentacles will attempt to grab and drag into open mouth, Dex saving throw vs. Strength.

ABOUT

From eyewitness stories ice worms can grow up to 100 feet long and some suggest that the corrupted variety can grow even larger still. It is believed that corrupted ice worms are blind and use vibrations to determine their path and the direction of their prey, the corrupted versions seem to have enhanced senses, and this is why many have surfaced to eat.

The worms that travel through the tunnels of the below seem to be less aggressive and can be easily avoided as long as there is somewhere to move to in order to get out of their way, otherwise anyone in their path will be crushed and possibly ingested. The below is laced with smooth tunnels borrowed out by worms that become their travel routes. This has been known to cause worry in some of the cities below as a worm could borrow straight through the walls of a city without even noticing, destroying everything in its path, this hasn’t happened yet but that is not to say it won’t.

Section 15: Copyright Notice

Affinity Torus Copyright 2022 Dias Ex Machina Author Chris Dias

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