Tunnel Worm 
Appearing much like a very large centipede or millipede this segmented horror of the lower realms is encountered in tunnels of all sorts. Much like its cousin it has segmented eyes, grey green mandibles and multiple hairs along its body to feel its way along in the darkness. Each segment has two pair of wide spread legs and the whole of the body tapers at the tail ending in 6-10 very distinct, uniform, and unusual pieces which also poses long antennae and small compound eyes making the creature impossible to flank and very hard to sneak up upon.
As the Tunnel Worm moves about in the underground these end bits serve as more than just a defensive purpose. The end segments are able to be detached at will to serve as scouts for the larger creature. The satellite pieces transmit all that it senses back to the greater creature. Though they possess no physical attack if they are harmed they will squirt out a cloud of acid (2d3 dmg) that will surround them as they scuttle back to rejoin the main body. These segments also function as the egg carriers for the creature. At any one time half of its satellite segments will be roaming around before and after the main body of the creature exploring nooks and side passages.
All of this allows the tunnel worm to avoid most creatures but due to its aggressive nature it is as likely to use its abilities for the hunt as well. It can attack by its bite which also delivers a nasty acidic poison which it can also spit for distance attacks.
Rumors persist of absolutely huge specimens of this creature used in the depths by the drow and mind flayers of the lower realms as caravan leaders and beasts of burden. Another story relates that the creature encountered is itself he tail segment of a larger more insidious creature sent to scout the upper levels of the underground.

Size/Type: Huge Vermin
Hit Dice: 6d8+12 (40 hp)
Initiative: +2
Speed: 40 ft., climb 40 ft.
Armor Class: 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
Base Attack/Grapple: +4/+15
Attack: Bite +5 melee (2d6+4 plus 1-3 acid plus poison)
Full Attack: Bite +5 melee (2d6+4 plus 1-3 acid plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, Acid Spit
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 17, Dex 15, Con 12, Int 2, Wis 10, Cha 2
Skills: Climb +11, Hide +2, Spot +4
Feats: All-Around Vision,
Environment: Underground
Organization: Solitary or colony (2-5)
Challenge Rating: 3
Advancement: 7-14 HD (Huge)

Any round that the Tunnel Worm doesn't bite it may spit acid out to 30 feet for 2-6 points of damage.

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