HD Huge Level Adjustment

A fat, sickly, human-sized yellow worm undulates its way along the ground, a trail of sizzling slime in its wake. Smallish pincer-like mandibles, dripping with green ichor, extend and retract from a tiny sucker-like mouth.

Carrion grubs are disgusting worms that roam the Plaguelands searching for corpses to consume. They devour prey by gripping it in acid-coated mandibles, dissolving it, and sucking it up through their relatively tiny mouths. If they cannot find dead or dying creatures to feed upon, any living flesh will do. Carrion grubs prefer mammals, but will dine on reptiles or fish — they are voracious eaters that can consume close to half their body weight in a day. They cannot digest vegetable matter.

Carrion grubs roam only, and have appeared the Plaguelands there only in recent years. It is unclear if they are the result of horrible experiments by overzealous necromancers, or simply a mutation created by the Scourge. Since they pursue undead flesh as readily as the living, it seems unlikely anyone created them on purpose.

Carrion grubs move about haphazardly, constantly seeking food. If they detect suitable prey with their blindsense, they move to investigate, attacking rapaciously if the prey proves edible. If the food source moves out of blindsense range, the grub continues moving in the same direction until it catches up, comes to an obstacle, or detects another food source.

Although grubs are stupid, their blindsense is quite acute and they will not, for example, pursue prey over the edge of a cliff. If confronted by a foe that cannot be attacked, such as flying archers, the grub escapes by burrowing. A carrion grub can wriggle its way only into soft earth, sand, or materials of a similar consistency.

Most carrion grubs are 6 to 8 feet long and weigh 300 to 500 pounds, although much larger specimens exist.

Carrion grubs attack the nearest source of food, although particularly juicy targets draw more attention. Thus, a grub goes after a human before a gnome, and a tauren before a night elf. Particularly large or overweight individuals might also become preferred targets. If a large enough source of food is available (such as a corpse), a grub stops attacking while it dissolves and digests the offering. However, if attacked while feeding, it defends itself.

If possible, a carrion grub charges and overruns a foe if the size difference between them is not too great. If the grub successfully overruns, the target is automatically subjected to an acidic slime attack (see below).

Acid Spray (Ex): Once every 2d4 rounds, a carrion grub can, as a standard action, open up pores in its slimy surface and exude a tremendous spray of acid. All creatures within 30 feet of the carrion grub take 6d6 points of acid damage. A DC 29 Reflex save halves this damage. The save DC is Stamina-based.

Acidic Slime (Ex): Carrion grubs exude an acidic slime that coats every inch of their bloated bodies. Any creature that contacts their skin (such as when making an unarmed or grapple attack, or if the grub successfully overruns an opponent) takes 2d6 points of acid damage (no save). Weapons hitting a carrion grub take 1d6 points of acid damage per blow. If the weapon is metal, this acid damage ignores its hardness.

Death Throes (Ex): When slain, a carrion grub bursts apart, releasing a shower of acid similar to the acid spray (above), except that the death throes deal 8d6 points of acid damage in a 45-foot radius.

Spit Acid (Ex): A carrion grub can spit gobs of acid. This is a normal ranged attack with a range increment of 20 feet and a maximum range of 10 range increments (200 feet).

Maggot Body (Ex): A carrion grub has a slick wormlike body with nothing to grab onto, so an opponent attempting to grapple it takes a -4 penalty (assuming anything would want to grapple something coated in acid). As they have no discernable body parts to flank or attack, carrion grubs cannot be flanked and are not subject to critical hits.

■1 Pi





Medium Magical Beast Hit Dice: Initiative: Speed:

Armor Class:

Base Attack/Grapple:


Full Attack:


Special Attacks:

Special Qualities:





Environment: Area:

Organization: Challenge Rating: Treasure: Alignment: Advancement:

Level Adjustment:

20 ft. (4 squares), climb 20 ft,. fly 60 ft. (good), swim 40 ft.

Bite +10 melee (1d4 plus poison) Bite +10 melee (1d4 plus poison) 5 ft./5 ft.

Lightning breath, poison (DC 13) Scent

Stealth +13, Swim +8

Skilled (Listen and Spot), Weapon Finesse

Warm desert

Thousand Needles



Always neutral


Unlike wind serpents, cloud serpents hide among the clouds or in areas where their blue plumage matches the sky; on rare occasions, they hide in the waters of an oasis, ambushing unwary travelers. Preferring to avoid combat, cloud serpents spit balls of lightning from afar.

Cloud serpents may be constrictors rather than vipers, with changes as noted under "Wind Serpent" in the web extras (this does not change its CR).

Lightning Breath (Su): As a standard action, a cloud serpent may spit a ball of lightning at a target. This is a ranged touch attack (+10 bonus); the lightning breath has a maximum range of 60 feet and no range increment. A successful hit deals 1d6 points of electricity damage (no save).

Poison (Ex): Bite, Fortitude DC 13; 1d6 Sta/1d6 Sta. The save DC is Stamina-based.

Skills: Cloud serpents gain a +4 racial bonus on Listen, Spot, and Stealth checks and a +8 racial bonus on Balance checks. They use either their Strength modifier or Agility modifier for Climb checks, whichever is higher.

Wind Serpent

This sky blue winged serpent has dark blue plumage. Its fangs no doubt bear poison, but they are also unmistakably surrounded by tiny crackles of electricity.

Cloud serpents are magical wind serpents (see the web extras) with the ability to breathe lightning. Larger on average than normal wind serpents by at least half a foot, they also vary in color from sky blue to deep purple, with blue and/or green plumage. They are more aggressive, at least in part due to the fact that their larger size requires more food.

Cloud serpents prefer to make their nests in the high cracks or infrequent oases of Thousand Needles, feeding on anything that wanders into their territory. Many live near the coasts of the area, feeding off fish and crabs.

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