Monstrous Menagerie: Azgal Worm

Covered in caustic secretions, sporting four vicious claws, a jagged mandible surrounded by great pincers, this monstrosity slithers forth.


Azgal Worm                                                                           CR 18

XP 153,000

N Huge Vermin

Init +7; Senses Darkvision 60ft., Tremorsense 30ft.; Perception +5

Aura acid secretions (5 ft., 2d10 acid)


AC 33, touch 14, flat-footed 26 (+7 dexterity, +18 natural, -2 size)

hp 300 (24d8+192)

Fort +22, Ref +15, Will +13

DR: 5/- ; Immune: acid; mind-effecting effects


Speed 30 ft., burrow 30 ft., climb 30 ft.

Melee bite +28 (2d6+12, plus poison), 4 claws +28 (1d8+12) and pincer +23 (3d6+12)

Space 15 ft.; Reach 15 ft. (10ft. with claws)


Str 35, Dex 24, Con 26, Int -, Wis 21, Cha 2

Base Atk +18; CMB +32; CMD 48 (can’t be tripped)

Feats Improved Natural Weapon (pincer)B

Skills Climb +16

Special abilities

Acid secretions (Ex) Azgal worms have their bodies completely covered in acid secretions that harm those who come in contact or are near the azgal worm. Whenever a creature begins its turn adjacent to an azgal worm, it takes 2d10 points of acid damage, furthermore, a creature that attacks an azgal worm with natural or non-reach melee weapon takes 1d10 points of acid damage for each successful hit, in addition a weapon that strikes the azgal worm takes 1d10 points of acid damage; this damage ignores the weapon’s hardness. A successful DC 30 Reflex save halves the damage done to the weapon. The DC for this ability is Constitution based.

Powerful Pincers (Ex) An azgal worm always adds its full Strength modifier on attack with its pincers.

Rusting Bite (Ex) The azgal worm’s bite secretes a potent corrosive agent, thus its bite ignores all hardness from any object. If the azgal worm bites an creature, the rusting agent functions as a poison, using the following statistics:

  • Bite – injury; save Fort 30; frequency 1/round for 5 rounds; effect 1d10 Str, Dex and Con damage; cure 2 consecutive saves

Vicious Claws (Ex) The claws of azgal worms are composed of material stronger than even adamantine. Thus, the azgal worm’s claws can bypass damage reduction adamantine, cold iron, magic, silver and the damage reduction granted by adamantine armor.


Environment underground

Organization solitary or pair

Treasure incidental and assorted ores and gems partially digested in its innards (determine gp value by rolling 2d10 and multiplying by 1000)

The azgal worm, also known as jewel worm or treasure worm, is a massive land worm that feeds on earthly minerals, ores and jewels, thus it is common to find them terrorizing mines. They are considered miners’ worst nightmares, since once a mine is found to have even a single azgal worm, it is often sealed off, and advances to get rid of the worm is usually met with various casualties, on account of the azagal worm’s natural acidic secretions.

Usually solitary, azgal worms are viciously territorial, killing even other azgal worms, unless it is a mate; even then, after an azgal worm lays its eggs, its mate leaves the territory of the other worm.  Hunting azgal worms is however a very prolific business, since once killed, an azgal worm can be opened up to salvage partially digested ores, minerals and even jewels. Yet although mindless, azgal worms have a developed sense of survival, therefor they tend to flee when their lives are seriously threatened, even abandoning their eggs, offspring and mates.

New weapon special material

Azgal Chitin: It is not rare to see an azgal worm’s claws manufactured into weapons or armor. Usually getting hold of a single azgal claw not only a dangerous endeavor itself, but harvesting these claws safely is a daunting task indeed (requiring a DC 30 Profession (Skinner) or a DC 30 Survival check). Once a claw is harvested though it can be use to manufacture weapons or armor.

A single claw has enough material to create a single two-handed weapon, two one-handed weapons or three light weapons. However, only weapons that deal piercing or slashing damage can be made out of azgal chitin. A weapon composed of azgal chitin always has a sickly green sheen to it, it also gains the ability to ignore 20 points of hardness when used to sunder weapons, armor or when attacking objects; it can also bypass damage reduction adamantine, cold iron and silver. A weapon composed of azgal chitin is always considered masterworked and costs 15,000 gold pieces more than normal.

Additionally, four azgal worm claws can be used to make one suit of scalemail, two breastplates, one suit of half plate or one suit of full-plate. Azgal chitin armor is immune to acid damage and grants its wearer acid resistance 5. A suit or armor composed of azgal chitin is always considered masterworked and costs 15,000 gold pieces more than normal.

Weapons and armor made of azgal chitin have half the hit points than normal and only have a hardness of 10

(Credit goes to Rich Fisk for the idea of making azgal chitin armor grant acid resistance to its wearer)

Art by: Shalia-Windterra

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