Several thin tendrils extend aggressively from the open tip of this red tube made of a coralline substance.
Giant Tube Worm CR 2
XP 600
N Medium vermin (aquatic)
Init +4; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +0
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 19 (3d8+6)
Fort +5, Ref +5, Will +1
Defensive Abilities tube armor; Immune mind-affecting effects
Speed 10 ft., swim 20 ft.
Melee 2 stings +4 (1d4+2 plus poison)
Str 14, Dex 18, Con 15, Int â, Wis 11, Cha 3
Base Atk +2; CMB +4; CMD 18 (canât be tripped)
Skills Swim +10
Stingâinjury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1 Dex damage and staggered 1 round; cure 2 consecutive saves.
A giant tube wormâs shell grants it a +4 natural armor bonus, but is somewhat brittle. Once a giant tubeworm is reduced to fewer than half its hit points (9 hp for the typical specimen), its tube shatters and it loses its natural armor bonus.
Environment any oceans
Organization solitary, pair, or cluster (3â12)
Treasure incidental
The giant tube worm resides entirely within its constructed, armored tube. It extends its stinging tendrils out into the water to search for prey. This and the hookfang are but two varieties of the giant sea wormâsome grow much larger, such as the gargantuan reef worm or the truly colossal trench worm.
Others, like the brine worm and the crimson worm, are much smaller.
Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.