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Crimson WormCreature 18


RareNGargantuanBeastFire
Source Pathfinder Bestiary
Perception +25 (darkvision, tremorsense (imprecise) 100 feet)
Languages none
Skills Athletics +38
Str +10, Dex -1, Con +9, Int -3, Wis -1, Cha -1

AC 40; Fort +36; Reflex +25; Will +27;
HP 410 (fire healing)
Speed 40 feet (burrow 40 feet, swim 20 feet)
Immunities fire
Weaknesses Cold 15

Jaws One Action +36 (+31, +26) to hit (deadly 3d10, fire, reach 20) 2d6 Fire + 3d10+18 Piercing
Stinger One Action +36 (+32, +28) to hit (agile, fire, poison, reach 20) 2d6 Fire + 2d12+18 Piercing
Body One Action +34 (+29, +24) to hit (fire, reach 15) 2d6 Fire + 2d10+16 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Tremorsense (Imprecise) 100 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.

Fire Healing

As long as a crimson worm is in contact with a fire or body of magma at least as large as itself, it gains Fast Healing 20. When struck by a magical fire effect from anything other than itself, a crimson worm regains Hit Points equal to half the fire damage the effect would otherwise deal.

Inexorable

The crimson worm recovers from the Paralyzed, Slowed, and Stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the Immobilized condition, and it ignores difficult terrain and greater difficult terrain.

Shake It Off Reaction

Frequency once per day

Trigger The crimson worm would be affected by a condition or adverse effect (such as Baleful Polymorph)


Effect The crimson worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way.

Breath Weapon Two Actions (evocation, fire, primal)

The crimson worm breathes a blast of flame in a 60-foot cone that deals 18d6 fire damage to all creatures in the area (DC 41 basic reflex save).

It can't use Breath Weapon again for 1d4 rounds.

Crimson Worm Venom (poison)

Saving Throw DC 41 fortitude


Maximum Duration 6 rounds

Stage 1 1d6 poison damage and Drained 1 (1 round)

Stage 2 2d6 poison damage and drained 1 (1 round)

Stage 3 2d6 poison damage and Drained 2 (1 round).

Fast Swallow Reaction

Trigger The worm Grabs a creature


Effect The worm uses Swallow Whole.

Rock Tunneler

A crimson worm can burrow through solid stone at a Speed of 20 feet. It can leave a tunnel if it desires, and it usually does.

Swallow Whole One Action (attack)

Huge, 3d10+10 bludgeoning damage plus 2d6 fire damage, Rupture 36


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Thrash Two Actions

The worm makes a Strike once against each creature in its reach. It can Strike up to once with its jaws, up to once with its stinger, and any number of times with its body. Each attack counts toward the worm's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Among the most dangerous cave worms are the fiery crimson worms. In addition to being even larger than azure or purple worms, the crimson worm has a penchant for burrowing through volcanic regions that, over the generations, have infused it with a supernatural link to the Elemental Plane of Fire. The molten heart of an active volcano is an attractive lair for a crimson worm, as are the sprawling fields of bubbling magma found in the deepest reaches of the Darklands. Legends from ancient peoples, precursor dwarven societies, and colonists of the Elemental Planes populated moats of lava with crimson worms likely have some basis in truth, although the methods such ancients used to keep these "moat worms" contained and prevented them from chewing their way through fortress foundations must have been significant.

Crimson worms sometimes frequent areas on the surface where volcanism creates hot springs or other geothermal features, but even then they prefer to spend most of their time burrowing through the ground in their never-ending search for sustenance. Surface lands claimed by crimson worms are notable for the mound-shaped burrows these creatures leave behind as they dig.


Cave worms are gigantic scavengers that bore through the depths of the world, eating whatever material they find. Named for their distinctive colorations, these worms are ravenous and display overwhelming destructive capabilities. Cave worms of different colors and abilities lurk in the more remote corners of the world-tales speak of white worms that dwell within immense glaciers or icebergs and gray worms that burrow through the boneyards of long-forgotten ruins, to name a few.


Traits

Rare

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.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.