Blood Worm
Large natural beast
Level 12 Skirmisher XP 700

HP 122; Bloodied 61Initiative +14
AC 23, Fortitude 26, Reflex 23, Will 21Perception+9
Speed 7, burrow 7Darkvision, tremorsense


Blood Rock Born

A blood worm can score a critical hit on a roll of 19–20.

Devourer of Earth

A blood worm can burrow through solid stone at full speed, and it can shift while burrowing.

Standard Actions

Bite At-Will

Attack: Melee 1 (one creature); +17 vs. AC

Hit: 2d8 + 11 damage, and the blood worm grabs the target (escape DC 20).

Drag Under At-Will

Requirement: The blood worm must have a creature grabbed.

Target: The grabbed creature.

Effect: The blood worm shifts its speed. It must end its shift burrowing. At the end of the shift, the grab ends, and the target is removed from play and takes ongoing 10 damage (save ends both). When the target saves against this effect, it appears in an unoccupied square of its choice within 5 squares of its last location.

Eruption Recharge when first bloodied

Requirement: The blood worm must have started its turn underground, burrowing through solid rock or earth.

Effect: The blood worm shifts its speed, ending its shift above ground. When it emerges from underground, it makes the following attack.

Attack: Close burst 2 (creatures in the burst); +15 vs. Reflex

Hit: 4d6 + 6 damage, and the target is blinded until the end of its next turn.

Str 16 (+9)                Dex 22 (+12)                Wis 17 (+9)
Con 18 (+10)                Int 2 (+2)                Cha 3 (+2)

Alignment Unaligned        Languages -

Published in Vor Rukoth, page(s) 14.