Pages From DragonMech - Campaign Setting
Transcript of Pages From DragonMech - Campaign Setting
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7/28/2019 Pages From DragonMech - Campaign Setting
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CHPT.
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age reduction 5 against piercing weapons.
Because the magical bonds between their
parts are nonphysical, they have damage
reduction 5 against slashing weapons. The
best way to destroy one is literally to bash its
component pieces into dust.
WORM, GIANT
Giant Worm
Huge Magical Beast
Hit Dice: 9d10+9 (58 hp)
Initiative: 1
Speed: 20 t., burrow 30 t.
AC: 19 (2 size, 1 Dex, +12 natural),
touch 7, at-ooted 19BAB/Grapple: +9/+22
Attack: Bite +12 melee (1d6+5)
Full Attack: Bite +12 melee (1d6+5)
Space/Reach: 15 t./10 t.
Special Qualities: Tremorsense
Saves: Fort +7, Re +5, Will +2
Abilities: Str 20, Dex 8, Con 12,
Int 1, Wis 8, Cha 10
Skills: Listen +11
Environment: Any land and
underground
Organization: Solitary or herd
(210)Challenge Rating: 4
Treasure: Gems only
Alignment: Always neutral
Advancement: 1018 HD
(Gargantuan)
Deep Diver
Huge Magical Beast
Hit Dice: 9d10+18 (68 hp)
Initiative: 2
Speed: 20 t., burrow 30 t.
AC: 20 (2 size, 2 Dex, +14 natural),touch 6, at-ooted 20
BAB/Grapple: +9/+22
Attack: Bite +13 melee (1d6+7)
Full Attack: Bite +13 melee (1d6+7)
Space/Reach: 15 t./10 t.
Special Qualities: Tremorsense
Saves: Fort +8, Re +4, Will +2
Abilities: Str 24, Dex 6, Con 14,
Int 1, Wis 8, Cha 10
Skills: Listen +11
Environment: Any land and underground
Organization: Solitary or herd (210)
Challenge Rating: 4
Treasure: Gems only
Alignment: Always neutral
Advancement: 814 HD (Gargantuan)
Shaker
Huge Magical Beast
Hit Dice: 6d10 (33 hp)
Initiative: 1
Speed: 20 t., burrow 30 t.
AC: 17 (2 size, 1 Dex, +10 natural),
touch 7, at-ooted 17
BAB/Grapple: +6/+17
Attack: Bite +7 melee (1d6+3) or sonicblast (2d6)
Full Attack: Bite +7 melee (1d6+3) or
sonic blast (2d6)
Space/Reach: 15 t./10 t.
Special Qualities: Tremorsense
Saves: Fort +5, Re +4, Will +1
Abilities: Str 16, Dex 8, Con 10,
Int 1, Wis 8, Cha 10
Skills: Listen +8
Environment: Any land or underground
Organization: Solitary or herd (210)
Challenge Rating: 4
Treasure: Gems onlyAlignment: Always neutral
Advancement: 712 HD (Gargantuan)
Giant worms, deep divers, and shakers are
three breeds o the same species. In the wild
they travel together in the same herds, with
deep divers and shakers constituting about
10% o the overall giant worm population.
The deep divers within these herds tend to
spend hal o their time with the herd and
hal their time on solitary deep dives.
Since the advent o worm armers, deep
divers and shakers have been selectively bredbecause their traits are useul to the armers.
Deep divers are saer rom attack by surace-
dwellers such as lunar dragons, and shakers
have powerul ranged attacks. Now it is
possible to encounter entire herds o deep
divers and shakers, though they are usually
tended by worm armers.
The typical giant worm is a long, thin
annelid, 5 eet in diameter. Its body is one
huge muscle, coiled in one band ater anoth-
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205CHPT.
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CHPT.
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er. This afords it great strength and protec-
tion. The deep diver breed is even more
thickly muscled, a natural adaptation that
allows itsel to dig through densely packed
earth urther rom the surace. Shakers have
the same length and girth as their cousins but
are visibly less strong. They emit a constant
subsonic hum, which shakes loose the earth
around them. In times o duress they deend
themselves with a sonic blast.
CombatGiant worms travel mindlessly through the
earth, ingesting the ground in ront o them.
They are not aggressive unless attacked.
In act, theyre practically oblivious unlessattacked; despite their tremorsense, they
ignore nearby creatures until wounded.
Giant worms have a bite attack, but it is
not very impressive. Their teeth are at and
designed or crushing mounds o stone and
dirt. They arent equipped or swallowing
large solid objects like people.
Sonic Blast (Ex): Shakers can make a
sonic blast attack. It is a cone 40 eet long;
creatures caught within can make a DC 10
Reex save to take hal damage. The
save DC is Constitution-based.
The sonic blast is a reexiveresponse to pain, however, not
a premeditated attack. I the
shaker sufers damage, it has a
50% chance o using its sonic
blast on the last creature to
inict damage on it. Otherwise,
it bites. Only with a great deal
o training can worm armers
teach shakers to use their sonic
blast on command.
Tremorsense (Ex): Giant
worms are nearly blind. Theynavigate by sensing vibrations in
the ground around them. They can
automatically sense the location
o anything within 60 eet that is in
contact with the ground.
TrainingGiant worms are routinely raised tame by
the worm armers. They do not lay eggs;
instead, a pregnant worm gives birth to 3d6
live-born young. A worm that has survived
its rst three months is more valuable, since
many die in inancy. The prices they can etch
are as ollows:
Giant Worm Deep Diver Shaker
Newborn 1,000 gp 1,200 gp 1,500 gp
Young 2,000 gp 2,400 gp 3,000 gp
An adult giant worm can be trained with a
Handle Animal check at DC 24.