CREATURE 12
Perception +22; darkvision
Skills Athletics +25, Stealth +20 (+24 in ice and snow)
Str +7 Dex +4 Con +6 Int -4 Wis +4 Cha +0
AC 33; Fort +24, Ref +22, Will +20
HP 225; Immunities cold; Weaknesses fire 15
Death Throes (cold, evocation, primal) When a frost worm dies, it explodes in a 100-foot burst of searing cold blood. All creatures and objects in range take 10d8 cold damage (DC 29 basic Reflex save).
Worm Chill (aura, cold, evocation, primal) 5 feet. A creature that enters or begins its turn in the emanation takes 3d6 cold damage (DC 29 basic Reflex save).
Freezing Blood (cold) Trigger The frost worm takes piercing or slashing damage; Effect The frost worm's freezing blood sprays out on a random creature within 10 feet of the frost worm. That creature takes 7d6 cold damage (DC 29 basic Reflex save).
Speed 25 feet, burrow 10 feet
Melee jaws +25, Damage 3d8+10 piercing plus 2d6 persistent cold
Breath Weapon (cold, evocation, primal) The frost worm exhales a blast of frost, dealing 13d6 cold damage to creatures in a 50-foot cone (DC 32 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Worm Trill (auditory, concentrate, enchantment, mental, primal) The frost worm emits a hypnotic trill. Each non–frost worm creature within 100 feet must attempt a DC 32 Will save. The effects of Worm Trill last for 1 round, but if the frost worm uses this ability again on subsequent rounds, it extends this duration by 1 round for any creature already affected. Success The creature is unaffected and is immune to Worm Trill for 24 hours.Failure The creature is fascinated by the frost worm.Critical Failure As failure, but the fascinated condition doesn't end if the frost worm uses hostile actions against the creature.
Bestiary 2, page 123.
Open Frost Worm in the interactive creatures list or browse all creatures starting with F.