Sea-Worm

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Black Sea-Worms Walrus Worm That Walks/Plagued Beast CR 11

Two long tusks jut from the mouth of this bulky, bewhiskered creature. It walks clumsily on flippers instead of feet.

XP 12800 N Large Animal (Undead) Undead traits Brawler level 5 (skill points 5) Brawler

Init +5; Senses Darkvision 60ft, Low-light Vision; Perception +8

DEFENSE

AC 19, Touch 17, flat footed 13 ( No Armour, Shield, none)

(+5 Dex, +2 Natural, -1 size, +2 insight, +1 dodge)

hp 64 (4d8+5d10+5+9);Fast Healing (Ex) = CR

Fort +5, Ref +10, Will +4

Damage Reduction (Ex) 5/slashing, Immunity to cold, Damage reduction 15/-, Immunity to disease, paralysis, poison, and sleep effects

OFFENSE

Speed 10, swim 40ft.

Melee

Single Attack Bite +18 (1d8+10) (Grab (Ex) , Weapon A worm that walks loses any natural attacks the base creature had, but gains a slam attack that deals damage based on its size. This slam has the grab ability and affects creatures up to one size larger than the worm that walks. A worm that walks retains any weapon proficiencies the base creature had.)

Full Attack

Bite +18 (1d8+10)(Grab (Ex) , Weapon A worm that walks loses any natural attacks the base creature had, but gains a slam attack that deals damage based on its size. This slam has the grab ability and affects creatures up to one size larger than the worm that walks. A worm that walks retains any weapon proficiencies the base creature had.)

Unarmed strike +15 (2d6+10)

Space 10ft.; Reach 5

Special Attacks

Disease (Ex) DC(12) Demon Plague: Bite—injury; save Fortitude DC; onset 1 day; frequency 1/day; effect 1d3 Constitution damage and 1d6 Wisdom damage, victim is fatigued if it takes any ability damage from the disease, and certain creatures slain by demon plague rise as plagued beasts; cure 3 consecutive saves.,

Discorporate (Su) A worm that walks can collapse into a shapeless swarm of worms as a free action. All held, worn, and carried items fall and its Strength score drops to 1. The worm that walks functions as a true swarm while discorporated, with a reach of 0 feet (its space remains unchanged). While discorporated, the worm that walks loses all of its defensive abilities and gains all of the standard swarm traits. It loses its slam attacks and all special abilities and special attacks, but can make a swarm attack that deals damage equal to its engulf attack. A worm that walks can reform into its true form (including equipping all gear in reach) as a full-round action as long as it has at least 1 hit point.,

Squirming Embrace (Ex) DC(12) 2d6 +1.5 Str bonus,

Squirming Embrace (Ex) DC(12) If a worm that walks grapples a foe, as a swift action, it can cause a swarm of worms to squirm over the grappled creature. These worms deal automatic swarm damage with no attack roll needed. If a creature takes damage from the swarm, it is also subject to the swarm’s distraction ability, and must make a Fortitude save or be nauseated for 1 round. The save DC equals 10 1/2 the worm that walks’s HD its Con modifier).

Brawlers Strike (Ex) -1 At 5th level, a brawlers unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction.

Close Weapon Mastery (Ex) At 5th level, a brawlers damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapons normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapons base damage instead of her adjusted unarmed strike damage-this must be declared before the attack roll is made.

Knockout (Ex) A brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawlers level + the higher of the brawlers Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. 1

Maneuver Training (Ex) -1 A brawler can select combat maneuvers to receive additional training in. She gains a bonus on combat maneuver checks when performing that combat maneuver and a bonus to her CMD when defending against that maneuver. Number of Maneuvers and CMD = 1

Martial Flexibility (Ex) -1 A brawler can take a move action to gain the benefit of a combat feat she doesnt possess. This effect lasts for 1 minute. The brawler must meet all the feats prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feats daily limit.

Martial Training (Ex) Brawler At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monks robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

STATISTICS

Str 30, Dex 21, Con 0, Int 2, Wis 15, Cha 15

Base Attack 8 CMB 19 CMB Bonus 4 Grapple; CMD 37 CMD Bonus cant be tripped, CMD Bonus 4 vs grapple

Feats

Snatch Arrows: Catch a deflected ranged attack, Armour Prof Light,

Blind-fight: Re-roll miss chance for concealment, Deceitful: +2 Disguise +2 Bluff,

Diehard: Remain conscious at -1 to -9 hp, Endurance: +4 on checks to resist non-lethal damage,

Improved Unarmed Strike: Considered armed even when unarmed,

Knockout Artist: When you use your unarmed strike to deal nonlethal damage and sneak attack damage to an opponent denied his Dexterity bonus to AC, you gain a +1 bonus on the damage roll per each sneak attack damage die you roll.,

Simple Weapon Proficiency, Toughness: +3 Hit points or +1 per hit dice, Two-Weapon Fighting: Get extra attack at -2 to all attacks,

Weapon Focus: +1 to attack rolls

Skills Acrobatics 10, Bluff 2, Climb 10, Craft -4, Disguise 2, Escape Artist 9, Handle Animal 0, Intimidate 4,

Know Dungeon -4, Know Local -4, Perception 8, Profession 2, Ride 5, Sense Motive 6, Stealth 1, Swim 22 Languages

ECOLOGY

Environment cold oceans Organization Solitary, Pair, Herd 3-24 Treasure None

SPECIAL ABILITIES

Other Minimum 15 Cha Set to 15 if under

Hold breath

AC Bonus (Ex) Brawler when a brawler wears light or no armor, she gains a dodge bonus to AC and CMD. These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, using a shield, or carrying a medium or heavy load. Bonus = 1

Brawlers Cunning (Ex) If the brawlers Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Brawlers Flurry (Ex) -1 Starting at 2nd level, a brawler can make a brawlers flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the monk special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawlers flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawlers flurry. A brawler with natural weapons can not use such weapons as part of brawlers flurry, nor can she make natural weapon attacks in addition to her brawlers flurry attacks.

Grab (Ex):If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creatures Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creatures descriptive text).

Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Undead traits:Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.

Hold breath:The creature can hold its breath for a number of years equal to 6 times its Constitution score before it risks drowning.

Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.

MAGIC ITEMS (max value 12750)

Total Value =

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