Monday, January 3, 2011

General Rules: Monsters - Bookworm

Bookworm (from the Spells & Spellcraft)
Tiny Vermin

Hit Dice: ½d8+2 (4 hit points)
Initiative: +0
Speed: 10 feet
Armor Class: 18 (+2 size, +6 natural); touch 12, flat-footed 18
BAB/Grapple: +0/-8
Attack: Sting +2 melee (1d3 plus poison, piercing, 20 x2)
Full Attack: Sting +2 melee (1d3 plus poison, piercing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Poison
Special Qualities: Darkvision 60 feet
Saves: Fortitude +4, Reflex +2, Will +6
Abilities: Str 11, Int 10, Wis 14, Dex 11, Con 15, Cha 2
Skills: Hide +11, Listen +7, Move Silently +7, Search +7
Feats: Iron Will
Environment: Any underground
Organization: Cluster (2 - 5) or colony (6 - 11)
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: -

Bookworms have round black bodies and inch along with hundreds of tiny legs. They are generally found deep underground.

Combat
Bookworms try to put their enemies to sleep with their poison and then escape.

Poison (Ex): Injury; Fortitude DC 12; initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based.

Bookworms as Familiars
Bookworms can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must take the Improved Familiar feat, and be at least a 3rd-level caster Arcane casters with bookworm familiars gain the Spell Mastery feat for free as a bonus feat.

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