A huge, powerful, hundred-foot-long worm leaps out of the waves striking down ships out at sea. The worm’s thick, segmented hide ranges in color from blue to dark blue, providing natural camouflage.
Sea Worm (CR 14)
N Gargantuan Magical Beast (Aquatic)
Init -2; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +18
AC 26, touch 4, flat-footed 26 (-2 dex, +22 natural, -4 size)
hp 201 (16d10+128)
Fort +17, Ref +8, Will +4
Immune Ice, Resist water 10
Speed 20 ft., Swim 50 ft.
Melee Bite +25 (4d8+18/19-20 plus grab)
Space 20 ft.; Reach 15 ft.
Special Attacks Crush (10d4+18, Reflex DC 27), Aqualung, Swallow Whole (4d8+12 bludgeoning damage, AC 21, 28 hp)
Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Base Atk +16; CMB +32 (+36 grapple); CMD 40 (can’t be tripped)
Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (Bite), Power Attack, Staggering Critical, Toughness, Weapon Focus (Bite)
Skills Perception +18, Stealth +10, Swim +12; Racial Modifier +8 Stealth
A sea worm can roll over onto opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against Medium or smaller opponents. A crush attack affects as many creatures as can fit under the sea worm’s body. Creatures in the affected area must succeed on a Reflex save (DC 27) or be pinned, automatically taking 10d4+18 points of bludgeoning damage during the next round unless the sea worm moves off them. If the sea worm chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. The save DC is Constitution-based.
A sea worm can emit a 30-ft.-cone of watery breath. Creatures within the area of effect take 8d6 points of water damage and are inflicted with Silence status for 1d6 rounds. A successful Reflex save (DC 21) reduces the damage by half and negates the status effect. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).