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CR 16 - 20

Averter Worm

(Gargantuan Mythical)

This is a large worm with legs on its heavily armored segments. They live in cold climates and mostly hunt magical and arcane creatures of a slightly smaller size. Often they are discussed by dragons as a danger for their younger generations. They have plenty of deadly ways of dealing with threats and prey alike.

Hit Dice: 18d10+270 (373 hp)
Initiative: +6
Movement: 60 ft. and 30 ft. Burrow
Armor Class: 39 (Natural +30, Dex +3, and Size -4) Touch 6 and Flat-footed 39
Base Attack/Grapple: +18/+31
Attack: Melee +35 Claw (2d8+20 19-20 x2)
Full Attack: Melee +35/+30/+25/+20 Claws
Space/Reach: 20 ft. / 10 ft.
Abilities: Arcane Redirection and Reaping Plow
Special Qualities: Tremor-Sense, Spell Resistance 28, Damage Reduction 5/bludgeoning
Saves: Fort +22, Ref +16, Will +6
Attributes: Str 28, Dex 16, Con 28, Int 3, Wis 14, Cha 24
Skills: Listen +26 and Spot +26
Feats: Battle Prowess, Reckless Abandon, Improved Shove, Improved Trample, Weapon Fixation (Claw), Weapon Offensive (Claw), Improved Shove, Improved Trample, Improved Weapon Fixation (Claw), Improved Weapon Offensive (Claw), Alert, Snatch, Untouchable, Unbreakable, Swift Supernatural Ability, Weapon Mastery (Claw), and Deadly Accuracy (Claw)
Environment: Taiga and Tundra
Organization: Solitary
Difficulty Level: 18
Possessions: None (as a note claws are considered +5 enhancement)
Spell/Attack Curve: High Attack, Non-Magical, Combatant
Definitions: Mythical Creature, Spell Resistant, Double Initiative, and Resistive Focus (Reflex)


Arcane Redirection
Use: Infinite
Action: Automatic
Target: Self
Duration: Instantaneous

When a spell fails to penetrate this creature's spell resistance it heals for 5x the spell slot of the spell it absorbed.

Reaping Plow
Use: 3 per day
Action: Standard
Target: all creatures within a 60 ft. x 20 ft. line
Duration: Instantaneous

The Averter Worm will charge rapidly while it's claws more in a ripping and tearing motion through the ground. It will attempt an trample action on all creatures, but will continue to move if it fails. Successfully resisting the trample will negate any ill effects. Failing to resist the trample will result in taking 18d10 slashing damage and being knocked prone.

Wolf, Master


(Medium Animal)

Four legged pack hunters that live in a wide range of habitats. They often surround and take their prey down in coordinated attacks.

Hit Dice: 20d8+220 (313 hp)
Initiative: +9
Movement: 40 ft.
Armor Class: 19 (+6 Dex, +1 Natural, +2 Parry)
Base Attack/Grapple: +20/+26
Attack: Melee + bite (1d6+12 19-20 x2)
Full Attack: Melee +29/+24/+24/+14 bite (1d6+12 19-20 x2)
Space/Reach: 5 ft. / 5 ft.
Abilities: Greater Opportunist (+10d6)
Special Qualities: Pack Tactics
Saves: Fort +9, Ref +18, Will +8
Attributes: Str 22, Dex 22, Con 16, Int 2, Wis 14, Cha 14
Skills: Acrobatics +16, Balance +16, Listen +19, Spot +19, and Swim +14
Feats: Weapon Fixation (Bite), Weapon Defensive (Bite), Weapon Offensive (Bite), Combat Prowess, Improved Flanking, Alert, Improved Weapon Fixation (Bite), Supreme Flanking, Improved Weapon Offensive (Bite), Weapon Mastery (Bite), Quick Feet, Rending Critical, Untouchable, and Weapon Grand Master (Bite), Critical Focus (Bite), Deadly Accuracy, Grappler, and Strong Constitution.
Environment: Forest
Organization: Pair or Pack (3-12)
Difficulty Level: 15
Possessions: None
Spell/Attack Curve: High Attack, Non-Magical, Combat Focus.
Definitions: Animal

Pack Tactics (Ex)

When a wolf and an allied creature are attacking the same creature they gain +2 dodge bonus to AC for each assisting ally.


Greater Opportunist
Action: On any attack action
Target: Any disadvantaged foe
Duration: Instantaneous

When a foe is flanked, flat-footed, prone, or sufficiently disadvantaged, all attacks made on them during that round by the wolf deals an extra +6d6 damage of the base damage type of the attack.