Diminutive Vermin
Initiative: +2
Speed: 5 feet, climb 5 feet
Armor Class: 16 (+4 size, +1 Dexterity, +1 natural); touch 15, flat-footed 15
BAB/Grapple: +0/-17
Attack: Bite +5 melee (1d2-5 plus disease, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +5 melee (1d2-5 plus disease, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 1 foot by 1 foot/0 feetSpecial Attacks: Acidic innards, disease
Special Qualities: Darkvision 60 feet, low-light vision, vermin
Saves: Fortitude +1, Reflex +5, Will +2
Abilities: Str 1, Int -, Wis 14, Dex 12, Con 11, Cha 4
Skills: Climb +15, Hide +13
Feats: Lightning Reflexes, Weapon FinesseEnvironment: Warm deserts
Organization: Solitary or Host (2 - 100)
Challenge Rating: ⅙
Treasure: None
Alignment: Always neutral
Advancement: -
Combat
Possessed of an ineffectual bite, the mulworm has nevertheless evolved some defenses to make predators regret their choice of meal.
Mulworms as Familiars
Mulworms can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with mulworm familiars gain +3 hit points.
Home Three Worlds Monsters
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