Chainworm (CR 2)

Large Vermin
Alignment: Always neutral
Initiative: +3 (Dex); Senses: light blindness, darkvision 60 ft., Listen +2, and Spot +3


AC: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Hit Dice: 3d8 (13 hp)
Fort +3, Ref +4, Will +1
Speed: 30 ft., climb 20 ft.
Space: 10 ft./5 ft.
Base Attack +2; Grapple +1
Attack: Bite +2 melee; or sting +2 melee
Full Attack: Bite +2 melee; or sting +2 melee
Damage: Bite 1d6+1; or sting 1d8+1 and poison
Special Attacks/Actions: Poison
Abilities: Str 13, Dex 16, Con 10, Int -, Wis 10, Cha 2
Special Qualities: Vermin, web
Feats: -
Skills: Climb +8, Hide +1, Listen +2, and Spot +3
Advancement: 4-7 HD (Large); 8-9 HD (Large)
Climate/Terrain: Any underground
Organization: Solitary, gang (2-4), or nest (5-10)
Treasure/Possessions: None

Source: Converted

Poison (Ex): Tail sting, Fortitude save (DC 15), initial and secondary damage 1d6 temporary Strength.

Web (Ex): A chainworm's web is strong enough to support the chainworm and one creature of the same size. An approaching creature must succeed at a Spot check (DC 20) to notice a web. If caught, Strength check (DC 26) or Escape Artist check (DC 20) to free a stuck creature. Each 5-foot section has damage reduction 5/fire and 6 hit points.

A chainworm may move across its web at its normal climb rate, and can sense the exact location of any creature caught in its web.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds the chainworm for 1 round. In addition, they suffer a -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.

The chainworm has a +8 racial bonus to all Climb checks.

A chainworm attacks by biting or stinging its prey. The sting of a chainworm is poisonous. It usually prefers to wait until a victim is caught in its web before engaging in combat, but if threatened a chainworm will not cower.

A chainworm appears as a silver-scaled caterpillar 8'-10' long with a razor sharp barb on its tail.

A chainworm can spin a web that covers an area of 5 ft. by 5 ft. in one round. Chainworms do not spin these webs at victims, rather they cover an area and wait for prey to become trapped in the near metal strength strands. Once trapped, a chainworm moves in and attacks its prey.

The Chainworm first appeared in The Bestiary for the Mythus game system (Gary Gygax, 1992).