Angler Worm

Angler worms are gigantic creatures that live underground. They are ambush predators, setting up large tangles of fully invisible sticky snares to catch wandering prey, descending from hidden nests in the ceiling or walls to gather trapped food. If a creature seems able to avoid the worm’s snares, it will conjure a hypnotic blue light within the thickest section of the snares, or close enough to itself that anything caught by the lure is easily picked off by the worm. It wraps its long body around multiple creatures, crushing them tight in its coils until reduced to a pulpy mess the worm can feed upon.

Originally from the Tome of Beasts 1.

Pathfinder 2e

Angler Worm Creature 4
N Huge Animal
Perception +10; tremorsense (imprecise) 60 feet
Skills Athletics +13, Stealth +9
Str +5, Dex -1, Con +6, Int -4, Wis +2, Cha -5
AC 18; Fort +14, Ref +7, Will +8
HP 76; Immunities blinded
Speed 20 feet, climb 20 feet
Melee jaws +13 (reach 10 feet), Damage 2d8+5 piercing plus Grab
Ethereal Lure [one action] (illusion, visual) The angler worm creates a faint, blue light in a spot within 20 feet of it. The light lasts until the start of the worm’s next turn. All other creatures that can see this light must attempt a DC 16 Will saving throw.
Critical Success The target is unaffected and is temporarily immune to Ethereal Lure for 24 hours.
Success The target is unaffected.
Failure The target is stupified 1 and fascinated as long as it can see the light.
Critical Failure The target is stupified 2 and fascinated as long as it can see the light, and must use its actions to approach the light by the most direct rout. In addition, the angler worm is concealed from the target.
Greater Constrict [one action] 1d8+5 bludgeoning, DC 19
Wrap in Coils [one action](attack); Requirement A large or smaller creature is grabbed or restrained in the angler worm’s jaws. Effect The angler worm moves the creature into its coils, freeing its jaws to make attacks, then uses Greater Constrict against the creature. The angler worm’s coils can hold as many creatures as will fit in its space.

Hidden Snare Hazard 4
environmental
Complexity Simple
Stealth Invisible, DC 25 (expert) or DC 17 (trained) to creatures that can see invisibility
Description Invisible strands of sticky webbing stretched across tunnels, doorways, and other passages.
Disable DC 25 Survival (trained) to dislodge it, or DC 20 to creatures that can see invisibility
AC 18, Fort +9, Ref +10
HP 38 (BT 19); Immunities critical hits, object immunities, precision damage
Ensnare [reaction] Trigger A creature that isn’t the angler worm moves into the snare; Effect The snare clings to the triggering creature’s limbs. The triggering creature must succeed at a DC 22 Reflex save or become immobilized until they Escape the snare (DC 22). On a critical failure, the webbing wraps even tighter, pinning limbs in place and restraining the creature until they Escape the snare.

13th Age

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