Frost Worm (CR 15/MR 6)

This immense white worm has a single circular eye in the center of its head. Wisps of icy fog waft up from between its mandibles.

Mythic Frost Worm (CR 15/MR 6)
XP 51,200
Pathfinder Roleplaying Game Bestiary 2
N Huge magical beast (cold, mythic)
Init +7; Senses darkvision 60 ft., low-light vision, tremorsenseMA 60 ft.; Perception +17


AC 34, touch 12, flat-footed 30 (+4 Dex, +22 natural, –2 size)
hp 228 (16d10+140)
Fort +15, Ref +14, Will +10
Defensive Abilities DR 10/epic; Immune cold
Weaknesses vulnerable to fire


Speed 30 ft., burrow 10 ft.; ice glideMA
Melee bite +28 (4d10+18 plus 4d6 cold)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (60-ft. cone, 15d6 cold damage, Reflex DC 23 half, usable once per hour), call avalancheMA, death throes, hypersonic trillMA, icy sprayMA, mythic power (6/day, surge +1d8), trampleMA (4d8+18 plus 1d6 cold, DC 32)


Str 35, Dex 18, Con 21, Int 2, Wis 16, Cha 11
Base Atk +16; CMB +30; CMD 44 (can’t be tripped)
Feats CleaveMF, Combat ReflexesMF, Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Stand Still, Weapon FocusMF (bite)
Skills Perception +17, Stealth +7 (+15 in ice and snow); Racial Modifiers +8 Stealth in ice and snow
SQ coldMA


Environment cold plains or mountains
Organization solitary
Treasure incidental

Special Abilities

Call Avalanche (Su) A mythic frost worm can spend one use of mythic power to change the frequency of its trill, which creates an avalanche up to 500 feet away. In relatively flat terrain, this does not cause an avalanche but disrupts the solidity of ice and snow, transforming icy or snowy ground into the equivalent of a shallow bog in a 100-foot-radius spread or a deep bog in a 100-foot cone-shaped spread. Avalanches and bogs are described in Chapter 13 of the Pathfinder Roleplaying Game Core Rulebook).

Cold (Su) A frost worm’s body generates intense cold, allowing it to deal an additional 4d6 cold damage with its bite attack. Any creature that attacks a frost worm with an unarmed strike or a natural weapon takes 1d6 points of cold damage per successful hit. A creature that grapples or is grappled by a frost worm takes 4d6 points of cold damage per round the grapple is maintained. A creature that takes cold damage as a result of a mythic frost worm’s bite attack or a grapple must succeed at a DC 23 Fortitude save to avoid becoming staggered for 1d6 rounds. When a creature fails this saving throw, the mythic frost worm can expend one use of its mythic power to suppress any cold resistance or immunity it possesses for 1 minute; creatures with the cold subtype are immune to this effect. The save DC is Constitution-based.

Death Throes (Su) When killed, a frost worm explodes in a 100-foot-radius burst that deals 12d6 cold damage and 8d6 piercing damage (DC 23 Reflex half). The save DC is Constitution-based.

Hypersonic Trill (Su) As a full-round action, a frost worm can emit a strange trilling sound that affects all creatures within a 100-foot radius. Creatures must succeed on a DC 18 Will save or be fascinated for as long as the worm continues to trill (the frost worm can maintain this trill by concentrating). Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm’s trill for 24 hours. A mythic frost worm can spend one use of mythic power to force non-mythic creatures that have resisted or broken the effect of its trill within 24 hours to save again or be affected once more. While using its hypersonic trill, a mythic frost worm gains blindsense 100 ft. This blindsense does not penetrate areas of magical silence; however, a mythic frost worm can expend one use of its mythic power to modulate its hypersonic trill, affecting all areas of magical silence within a 100-foot cone-shaped spread as dispel magic. This is a sonic mind-affecting effect. The save DC is Charisma-based.

Ice Glide (Ex) Similarly to an earth elemental’s earth glide ability, a mythic frost worm can move through ice and snow. The worm’s speed using ice glide equals its base speed.

Icy Spray (Ex) If a piercing or slashing weapon strikes a mythic frost worm, its blood sprays out in a 15-foot cone, dealing 2d6 cold damage to all creatures in the cone (DC 23 Reflex half). The save DC is Constitution-based.

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