Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

BergwormCreature 3

Source Pathfinder Society Special #3-99: Fate in the Future
Perception +6 (tremorsense 30 feet)
Languages none
Skills Athletics +10, Stealth +9
Str +4, Dex +2, Con +3, Int -4, Wis +1, Cha +0

AC 18; Fort +12; Reflex +9; Will +6;
HP 50
Speed 30 feet
Immunities cold
Weaknesses Fire 5

Jaws One Action +12 (+7, +2) to hit 1d10+4 Piercing + 1d6 Cold

Tremorsense 30 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Icicle Hide

A creature that hits a bergworm with an unarmed Strike or a non-reach melee Strike takes 1d8 piercing damage (DC 17 basic reflex save). On a critical failure, the creature also takes 1d4 Persistent Cold Damage.

Gnaw One Action

Requirements The bergworm has a creature Grabbed from its jaws Strike

Effect The bergworm gnaws on the target creature, burrowing through its flesh and freezing its skin. This deals 1d10 piercing damage and 1d6 cold damage. A creature that takes cold damage in this way is Clumsy 1 until it receives any kind or amount of healing.

Ice Burrow 20 feet

The bergworm can Burrow through ice or snow with a Speed of 20 feet. It moves at its full burrow Speed.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.

Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.



This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.