Misen (Deepworm)
By: Arjan Wardekker
Type: Elemental
Difficulty: CR 15
Game: Dungeons & Dragons (D&D)

Misen (Deepworm)
Gargantuan Elemental (Earth, Fire)
Hit Dice: 16d8+128 (200 hp)
Initiative: -2 (Dex)
Speed: 30 ft., burrow 20 ft.
AC: 19 (-4 size, -2 Dex, +15 natural)
Attacks: Bite +24/+19/+14 melee
Damage: Bite 2d8+12 and 4d6 fire
Face/Reach: 30 ft. by 30 ft. (coiled) / 15 ft.
Special Attacks: Improved grab, swallow whole, magma bomb,
call from the earth
Special Qualities: Fire subtype, misen senses, digest metal and stone,
SR 25, damage reduction 15/+2
Saves: Fort +18, Ref +8, Will +4
Abilities: Str 35, Dex 6, Con 26, Int 14, Wis 8, Cha 8
Skills: Climb +16, Knowledge (geology) + 10, Listen +3,
Search +10, Spot +3
Feats: -
Climate/Terrain: Any underground
Organisation: Solitary, pack (4-6), or lair (6-30)
Challenge Rating: 15
Treasure: Standard, but no non-magical metal or stone materials
(such as coins, gems, armor, etc)
Alignment: Usually neutral
Advancement: 17-32 HD (Gargantuan); 33-45 HD (Colossal)

Misen, or Deepworms, are enormous subterranean creatures that look like glowing pieces of rock. The creatures are believed to be crossbreeds between Purple Worms and Toqquas. They combine the primary abilities of both species: the sheer size and apetite of the Purple worm, and the elemental and fiery nature of the Toqqua.
However, they are not poisonous and are generally less agressive. While their appetite for metals, minerals and especially magical items has resulted in many an adventuring party vanishing into their stomaches, they are intelligent and reasonable creatures and they are open to negotiation. Several cases are know of mining communities preventing Misen from eating their ores by making deals to deliver them a share of the ore and enchanted products once in a while.
Misen speak Terran, Ignan and Undercommon, and if they live in the vicinity of a settlement, sometimes the language of the local people as well. As they produce sound by moving and grinding rocklike materials and magma, they can be quite hard to understand.

Misen do not eat flesh, but their diet of metals, minerals and magic leads them to attack adventurers. They are intelligent and social creatures, often employing group tactics to herd and corner adversaries. The Call from the Earth ability is often used to aid in the intitial herding and to try out the strength of groups of prey. If the prey proves to be tough, the Misen uses the Magma Bomb ability to soften up the opposition. Against single foes, Misen often lurk just below the surface of the rock and burrow up quickly to surprize and swallow prey whole.

Improved Grab (Ex): To use this ability, the Misen must hit with its bite attack. If it gets a hold, it can attempt to swallow the foe.

Swallow Whole (Ex): A Misen can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 4d6 points of fire damage per round from the worm's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
The worm's interior can hold one Huge, four Large, sixteen Medium-size, or sixty-four Small or smaller opponents.

Magma Bomb (Su): A Misen can spit out a bomb of magma once per day, up to medium range (100 ft. + 10 ft./HD, or 260 ft. for a standard Misen). The magma bomb deals 1d6 points of damage per HD (16d6 for a standard Misen) in a 20 ft. radius burst. A successfull reflex save (DC 15) halves the damage. Half of the damage is fire damage, the other half is impact damage.

Call from the Earth (Su): Once per day, the Misen can use a standard action to call other elemental creatures to aid him. The creatures appear and can act on the same round. The creatures that can be called include: earth elementals, fire elementals, thoqquas, and magmins. A misen can call elemental creatures with a total amount of hit dice equal to his own hit dice. Magmins have better special abilities and therefore count as having +2 HD extra, e.g. a standard (2 HD) magmin counts as having 4 HD with respect to this ability.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Misen Senses (Ex): A Misen can automatically sense the location of anything within 300 feet that is in contact with the ground, as the Tremorsense ability. The creature can also detect magic in this area, like the Detect Magic spell, although the schools of the auras cannot be determined. To a limited extent, this ability extends into the ethereal and shadow planes. Misen can detect the presence and vaguely the direction (45 degree accuracy) of magic on those planes. It perceives it magic on those planes as half the actual spell level and doesn't see effects of spell level 1 or lower at all.

Digest metal and stone (Ex): A Misen's diet consists mainly of stone and metal. Its stomache digests and absorps any stone or metal material. When a Misen swallows an opponent, exposed metal and stone equipment begins to digest immediately. In practise, non-magical armors lose 1 point of AC each round after being swallowed, and non-magical weapons deal one point less damage after each round of exposure (note that sheating the weapon after being swallowed ends the exposure). These items can be repaired as normal, with a craft skill. Swallowed metal or stone creatures receive the same penalties on their natural armor and attacks and are dealt 2d6 points of normal damage as well (damage reduction applies). Some items that contain metal or stone may be more or less vulnerable. In those cases, the DM determines the extent of the effects. Unexposed items (such as gold or equipment in a character's backpack) start to digest only after a minute after being swallowed. Magical items, a Misen's favorite meal, begin to digest only after a week of exposure. They are allowed a Fortitude save DC 16 each day, to prevent digestion for that day. The digestion process first consumes the magical energy in the items, reducing the enhancement equivalent with 1 per day (special abilities are drained first; if there are multiple abilities, determine random which one is drained). In the case of items other than armor and weapons, numerical variables are drained (e.g. enhancement bonusses (rings of protection), charges (wands), etc.) if applicable. In other cases, the DM determines the exact effects.

This material is distributed under the Open Game License Version 1.0a (view a copy of the license). All of this material is designated as Open Game Content, in accordance with Section 1(d) of the Open Game License, Version 1.0a.

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