Spine Worm

monstrosity · CR 1/2 · from Book of Beasts I · by Robert J. Hall
Spine Worm
StatisticValue
Size/TypeMedium Magical Beast
Hit Dice1d10+1 (6 hp)
Initiative+3
Speed20 ft. (4 squares)
Armor Class17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple+1/+3
AttackSlam +3 melee (1d4+2)
Full Attack2 slams +3 melee (1d4+2)
Space/Reach5 ft./5 ft.
Special AttacksConstrict 1d4+2, improved grab, spines
Special QualitiesDarkvision 60 ft., immunities, scent
SavesFort +3, Ref +5, Will +3
AbilitiesStr 15, Dex 16, Con 12, Int 4, Wis 16, Cha 2
SkillsHide +5, Listen +6, Spot +6
FeatsWeapon Focus (slam)
EnvironmentUnderground
OrganizationSolitary
Challenge Rating1
TreasureNone
AlignmentAlways neutral
Advancement2–3 HD (Medium); 4–5 HD (Large)
Level Adjustment―

Description

This creature resembles a cross between a snake and a porcupine. The body is long and sinuous, and its hide is almost completely covered in a thick coat of brown quills.

The spine worm combines the physical features of a snake and a porcupine. It is almost completely covered in spines, giving it a hairy appearance. Because it is lacking in pigmentation the spine worm is pale grey in hue with only a slight brown tinge at the end of the longer quills.

Being native to the underground the spine worm lacks normal sight and instead relies on its other senses to find prey. It has pit-like organs that provide darkvision to 60 ft. and both its olfactory and hearing senses are highly developed. The spine worm is not a good swimmer, and it has a strong aversion to bodies of water.

Combat

This creature attacks by wrapping itself around its prey then constricting and twisting to drive its spines into the body. Like a snake the spine worm can distend its mouth then ingest a smaller prey whole. It is capable of swallowing creatures that are larger than its girth, but will only rarely attack Medium or larger creatures. Its gullet is lined with several rows of teeth that allow it to rapidly grind up food and prevent the bulk from slowing it down.

The warm-blooded spine worm is constantly hungry and is always on the hunt for fresh prey. It aggressively stalks underground passages and caverns, quickly striking at passing creatures from concealed locations. When attacked by larger creatures, the spine worm expands its coating of quills and lashes about with its head and tail to jab its foes.

Constrict (Ex): On a successful grapple check a spine worm deals 1d4+2 points of damage.

Improved Grab (Ex): To use this ability, the spine worm must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Spines (Ex): Creatures hitting a spine worm with natural weapons or unarmed attacks take 1d4 points of damage from the spines.

Immunities: Spine worms are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on normal sight.

Also in this section of the source

Sprite

Sprites are reclusive fey. Most go out of their way to fight evil and ugliness and to protect their homelands.

Combat

Sprites fight their opponents with spell-like abilities and pint-sized weaponry. They prefer ambushes and other trickery over direct confrontation.

Skills: All sprites have a +2 racial bonus on Search, Spot, and Listen checks.

Sprite, Fire

Author: Robert J. Hall.

StatisticValue
Size/TypeTiny Fey (Fire)
Hit Dice½d6+2 (2 hp)
Initiative+5
Speed20 ft. (4 squares), fly 40 ft. (good)
Armor Class18 (+2 size, +5 Dex, +1 natural), touch 17, flat-footed 13
Base Attack/Grapple+0/-12
AttackTouch +5 melee (1d4 fire)
Full AttackTouch +5 melee (1d4 fire)
Space/Reach2-½ ft./0 ft.
Special AttacksFire
Special QualitiesDarkvision 60 ft., damage reduction 5/cold iron, immunity to fire, spell-like abilities, vulnerability to cold, spell resistance 15
SavesFort +1, Ref +7, Will +3
AbilitiesStr 3, Dex 20, Con 12, Int 13, Wis 12, Cha 16
SkillsCraft (any one) +5, Escape Artist +7, Hide +18*, Listen +5, Move Silently +6, Perform (dance) +6, Search +5, Sense Motive +4, Spot +5
FeatsDodgeB, Weapon Finesse
EnvironmentWarm desert
OrganizationSolitary, gang (2–4), band (6–11), or tribe (20–80)
Challenge Rating1
TreasureNo coins; 50% goods (non-flammable); 50% items (non-flammable)
AlignmentAlways chaotic good
Advancement1–3 HD (Tiny)
Level Adjustment―

This tiny being resembles a miniscule elf. It has a reddish-brown skin, the delicate wings of a dragonfly, and is cloaked in cheery orange flames.

This diminutive, fire-based creature is a reddish-brown sprite that is continually cloaked in fire. The flames radiate a heat equivalent to a campfire; enough to make a room stuffy. It possesses several magical abilities related to fire, although these require some type of combustible materials.

The fire sprite can be a very charming presence, and will chat on any topic for hours with anybody willing to listen. Much as it tries to be pleasant, however, the fire sprite is disliked by forest and grassland beings because of its tendency to start forest fires. The fire sprite automatically ignites flammable materials on contact.

The fey sight of this being allows it to see the magical nature of anything within its view as per the detect magic spell.

Fire sprites speak Sylvan and Ignan. Some also speak Common.

Combat

The Fire Sprite attacks by flying around its foe and striking at vulnerable spots with its body and flaming shroud.

Fire (Ex): Merely touching or being touched by a fire sprite automatically deals 1d4 fire damage. A fire sprite can ignite a torch or start a fire as a standard action.

Spell-Like Abilities: At will―detect magic, flare (DC 13). 2/day―burning hands (DC 14), faerie fire. Caster level 1st. The save DCs are Charisma-based.

Skills: *A fire sprite has a +4 racial bonus on Hide checks when cloaked in flames. This bonus is not factored into the skill modifiers above.

Advanced Benefits

In addition to the standard changes due to Hit Dice advancement, fire sprites also gain the following special benefits.

  • The caster level of the spell-like abilities is equal to the Hit Dice.
  • Spell resistance is equal to creature's HD + 15 (maximum 20).
  • 1+ HD ― Add 2/day―dancing lights to spell-like abilities.
  • 2+ HD ― Add At will―produce flame to spell-like abilities.
  • 3+ HD ― Add 2/day―flaming sphere to spell-like abilities.

All 820 monsters in the Netbook Bestiary