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    CHPT.

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    1204CHPT.

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    5

    age reduction 5 against piercing weapons.

    Because the magical bonds between their

    parts are nonphysical, they have damage

    reduction 5 against slashing weapons. The

    best way to destroy one is literally to bash its

    component pieces into dust.

    WORM, GIANT

    Giant Worm

    Huge Magical Beast

    Hit Dice: 9d10+9 (58 hp)

    Initiative: 1

    Speed: 20 t., burrow 30 t.

    AC: 19 (2 size, 1 Dex, +12 natural),

    touch 7, at-ooted 19BAB/Grapple: +9/+22

    Attack: Bite +12 melee (1d6+5)

    Full Attack: Bite +12 melee (1d6+5)

    Space/Reach: 15 t./10 t.

    Special Qualities: Tremorsense

    Saves: Fort +7, Re +5, Will +2

    Abilities: Str 20, Dex 8, Con 12,

    Int 1, Wis 8, Cha 10

    Skills: Listen +11

    Environment: Any land and

    underground

    Organization: Solitary or herd

    (210)Challenge Rating: 4

    Treasure: Gems only

    Alignment: Always neutral

    Advancement: 1018 HD

    (Gargantuan)

    Deep Diver

    Huge Magical Beast

    Hit Dice: 9d10+18 (68 hp)

    Initiative: 2

    Speed: 20 t., burrow 30 t.

    AC: 20 (2 size, 2 Dex, +14 natural),touch 6, at-ooted 20

    BAB/Grapple: +9/+22

    Attack: Bite +13 melee (1d6+7)

    Full Attack: Bite +13 melee (1d6+7)

    Space/Reach: 15 t./10 t.

    Special Qualities: Tremorsense

    Saves: Fort +8, Re +4, Will +2

    Abilities: Str 24, Dex 6, Con 14,

    Int 1, Wis 8, Cha 10

    Skills: Listen +11

    Environment: Any land and underground

    Organization: Solitary or herd (210)

    Challenge Rating: 4

    Treasure: Gems only

    Alignment: Always neutral

    Advancement: 814 HD (Gargantuan)

    Shaker

    Huge Magical Beast

    Hit Dice: 6d10 (33 hp)

    Initiative: 1

    Speed: 20 t., burrow 30 t.

    AC: 17 (2 size, 1 Dex, +10 natural),

    touch 7, at-ooted 17

    BAB/Grapple: +6/+17

    Attack: Bite +7 melee (1d6+3) or sonicblast (2d6)

    Full Attack: Bite +7 melee (1d6+3) or

    sonic blast (2d6)

    Space/Reach: 15 t./10 t.

    Special Qualities: Tremorsense

    Saves: Fort +5, Re +4, Will +1

    Abilities: Str 16, Dex 8, Con 10,

    Int 1, Wis 8, Cha 10

    Skills: Listen +8

    Environment: Any land or underground

    Organization: Solitary or herd (210)

    Challenge Rating: 4

    Treasure: Gems onlyAlignment: Always neutral

    Advancement: 712 HD (Gargantuan)

    Giant worms, deep divers, and shakers are

    three breeds o the same species. In the wild

    they travel together in the same herds, with

    deep divers and shakers constituting about

    10% o the overall giant worm population.

    The deep divers within these herds tend to

    spend hal o their time with the herd and

    hal their time on solitary deep dives.

    Since the advent o worm armers, deep

    divers and shakers have been selectively bredbecause their traits are useul to the armers.

    Deep divers are saer rom attack by surace-

    dwellers such as lunar dragons, and shakers

    have powerul ranged attacks. Now it is

    possible to encounter entire herds o deep

    divers and shakers, though they are usually

    tended by worm armers.

    The typical giant worm is a long, thin

    annelid, 5 eet in diameter. Its body is one

    huge muscle, coiled in one band ater anoth-

  • 7/28/2019 Pages From DragonMech - Campaign Setting

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    205CHPT.

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    CHPT.

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    er. This afords it great strength and protec-

    tion. The deep diver breed is even more

    thickly muscled, a natural adaptation that

    allows itsel to dig through densely packed

    earth urther rom the surace. Shakers have

    the same length and girth as their cousins but

    are visibly less strong. They emit a constant

    subsonic hum, which shakes loose the earth

    around them. In times o duress they deend

    themselves with a sonic blast.

    CombatGiant worms travel mindlessly through the

    earth, ingesting the ground in ront o them.

    They are not aggressive unless attacked.

    In act, theyre practically oblivious unlessattacked; despite their tremorsense, they

    ignore nearby creatures until wounded.

    Giant worms have a bite attack, but it is

    not very impressive. Their teeth are at and

    designed or crushing mounds o stone and

    dirt. They arent equipped or swallowing

    large solid objects like people.

    Sonic Blast (Ex): Shakers can make a

    sonic blast attack. It is a cone 40 eet long;

    creatures caught within can make a DC 10

    Reex save to take hal damage. The

    save DC is Constitution-based.

    The sonic blast is a reexiveresponse to pain, however, not

    a premeditated attack. I the

    shaker sufers damage, it has a

    50% chance o using its sonic

    blast on the last creature to

    inict damage on it. Otherwise,

    it bites. Only with a great deal

    o training can worm armers

    teach shakers to use their sonic

    blast on command.

    Tremorsense (Ex): Giant

    worms are nearly blind. Theynavigate by sensing vibrations in

    the ground around them. They can

    automatically sense the location

    o anything within 60 eet that is in

    contact with the ground.

    TrainingGiant worms are routinely raised tame by

    the worm armers. They do not lay eggs;

    instead, a pregnant worm gives birth to 3d6

    live-born young. A worm that has survived

    its rst three months is more valuable, since

    many die in inancy. The prices they can etch

    are as ollows:

    Giant Worm Deep Diver Shaker

    Newborn 1,000 gp 1,200 gp 1,500 gp

    Young 2,000 gp 2,400 gp 3,000 gp

    An adult giant worm can be trained with a

    Handle Animal check at DC 24.