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Wither Worm

This creature resembles an over-sized millipede with a pair of feathered antennae.

Wither WormCR 1/2

XP 200
N Small magical beast
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4

AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 6 (1d10+1)
Fort +3, Ref +4, Will +0
Immune mind-affecting effects

Speed 40 ft., climb 40 ft.
Melee antennae +6 touch (wither); or bite +6 (1d4–3)
Special Attacks wither

Str 5, Dex 19, Con 12, Int —, Wis 10, Cha 2
Base Atk +1; CMB –3; CMD 9 (can't be tripped)
Feats Weapon Finesse(B)
Skills Climb +12, Perception +4, Stealth +16; Racial Modifiers uses Dex instead of Str for Climb, +4 Perception, +8 Stealth

Environment temperate or warm forest or underground
Organization solitary, pair, or colony (3–6)
Treasure none
SQ compression, quickness

Quickness (Su) A wither worm can take an extra move action during its turn each round.

Wither (Su) The flesh of any living creature hit by a wither worm's antennae attack withers painfully. The creature suffers 1d4 points of temporary Strength damage, and must make a DC 13 Fortitude save or be stunned for 1 round by the resulting pain. Temporary Strength damage functions as normal Strength damage, except a character heals temporary Strength damage at a rate of 1 point per hour. The save DC of this ability is Constitution-based, and includes a +2 racial bonus.