
Sea Worm (CR 14)
XP 38,400
N Gargantuan Magical Beast (Aquatic)
Init -2; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +18
DEFENSE
AC 26, touch 4, flat-footed 26 (-2 dex, +22 natural, -4 size)
hp 201 (16d10+128)
Fort +17, Ref +8, Will +4
Immune Ice, Resist water 10
Weakness Fire
OFFENSE
Speed 20 ft., Swim 50 ft.
Melee Bite +25 (4d8+18/19-20 plus grab)
Space 20 ft.; Reach 15 ft.
Special Attacks Crush (10d4+18, Reflex DC 27), Aqualung, Swallow Whole (4d8+12 bludgeoning damage, AC 21, 28 hp)
STATISTICS
Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Base Atk +16; CMB +32 (+36 grapple); CMD 40 (can’t be tripped)
Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (Bite), Power Attack, Staggering Critical, Toughness, Weapon Focus (Bite)
Skills Perception +18, Stealth +10, Swim +12; Racial Modifier +8 Stealth
SPECIAL ABILITIES
Crush (Ex)
A sea worm can roll over onto opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against Medium or smaller opponents. A crush attack affects as many creatures as can fit under the sea worm’s body. Creatures in the affected area must succeed on a Reflex save (DC 27) or be pinned, automatically taking 10d4+18 points of bludgeoning damage during the next round unless the sea worm moves off them. If the sea worm chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. The save DC is Constitution-based.
Aqualung (Su)
A sea worm can emit a 30-ft.-cone of watery breath. Creatures within the area of effect take 8d6 points of water damage and are inflicted with Silence status for 1d6 rounds. A successful Reflex save (DC 21) reduces the damage by half and negates the status effect. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).