No. Enc.: 1d4 (2d6)
Alignment: Neutral
Movement: 30' (10')
—Burrow: 30' (10')
Armor Class: 7
Hit Dice: 3
Attacks: 1 (bite)
Damage: 1d10
Save: L2
Morale: 10
Hoard Class: None
XP: 110
Crocworms are pale, 15' long abominations with scaly heads that fade into translucent, corpulent, slimy bodies. They dwell in ruined sewers, deep swamps, and deeper caves, and often congregate near sites contaminated by toxins and/or necrotic energies. Crocworms reek of corruption and decay, and their phlegmy bellows (particularly when rutting) induce nausea in even the most stalwart of souls.
Crocworms track prey via scent, sound, and vibration, and though bloated and sluggish, gain a +3 Initiative bonus thanks to lightning-fast lunges. Old wives' tales warn of using bladed weapons against crocworms, as chopping them in half allegedly results in two ravenous beasts....
Crocworms track prey via scent, sound, and vibration, and though bloated and sluggish, gain a +3 Initiative bonus thanks to lightning-fast lunges. Old wives' tales warn of using bladed weapons against crocworms, as chopping them in half allegedly results in two ravenous beasts....
Swamp hags treasure them as beloved pets.
Mutations: Increased Sense (Hearing, Smell), Sensory Deficiency (Blind) [D]
Designer's Notes: I got shanghaied into DMing Dungeon Crawl Classics, and I'm naturally going with "post-apocalyptic sword & sorcery" (Gods died; moon exploded; blood rained; world flooded; beasties turned beastlier)...so any monsters I use there are totally simpatico with my usual blog nonsense here. I'll just dual-stat them—and cross-post here—with the DCC block at the bottom. Like so!
Crocworm: Init +3; Atk bite +1 melee (1d10); AC 12; HD 3d6; MV 15'; Act 1d20; SP Fort +3, Ref -4, Will -3; AL N.
Crocworm: Init +3; Atk bite +1 melee (1d10); AC 12; HD 3d6; MV 15'; Act 1d20; SP Fort +3, Ref -4, Will -3; AL N.