Combat
Frost worms lurk under the snow, waiting for prey to come
near. They begin their attack with trilling and then attack
helpless prey with their bite.
Trill (Su): The frost worm can emit a noise that forces its
prey to stand motionless. This sonic, mind affecting compulsion
affects all creatures other than frost worms within a 100-foot
spread. Creatures must succeed at a Will save (DC 17) or be
stunned for as long as the worm trills, even if they are
attacked. However, if attacked or violently shaken (a full-round
action), a victim is allowed another saving throw. Once a
creature has resisted or broken the effect, it cannot be affected
again by that frost worm for one day. The effect's caster
level is 14.
Cold (Ex): Frost worms' bodies generate intense cold,
dealing 1d8 points of damage with their touch. Creatures
attacking a frost worm unarmed or with natural weapons take cold
damage each time their attacks hit.
Breath Weapon (Su): Cone of cold, 30 feet long, once per hour;
damage 15d6, Reflex half DC 22. Opponents held motionless by the
frost worm's trill get no saving throw.
Cold Subtype (Ex): Cold immunity; double damage from fire
except on a successful save.
Death Throes (Ex): When killed, a frost worm turns to ice and
shatters in an explosion that deals 12d6 points of cold damage
and 8d6 points of piercing damage to everything within 100 feet
(Reflex half DC 22).
Skills: *A frost worm, due to its coloration and its affinity
for burying itself in the snow, receives a +10 racial bonus to
Hide checks in its native environment.
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