# Thunder Worm >[!rimg]+ > ![[Placeholder2.png]] <div class="grid-container"><div class="MON">Thunder Worm</div> <div class="CR">CR 21 (409,600 XP)</div> <div class="SOU">Fiend Folio</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Colossal Magical Beast (incorporeal) **Init** +9 **Senses** blindsight 90 ft., darkvision 60 ft., low-light vision; **Perception** +59 #### defense **AC** 24, 24 touch, 18 flat-footed (+16 deflection, +5 Dex, +1 dodge, -8 size) **hp** 744 (48d10+480) **Fort** +37, **Refl** +33, **Will** +22 **Feint** 62, **Demoralize** 62 **Defensive Abilities** defensive shock, incorporeal **SR** 32 **Immune** electricity #### offense **Speed** fly 60 ft. (perfect) **Melee** incorporeal touch +56 (4d6 electricity plus 4d6 sonic) **Space** 40 ft., **Reach** 20 ft. **Special Attacks** engulf, thunderclap #### statistics **Str** —, **Dex** 21, **Con** 28, **Int** 14, **Wis** 19, **Cha** 42 **BAB** +48, **CMB** +56, **CMD** 88, **TA** +40, **RTA** +45 **Feats** [[Alertness]], [[Blind-Fight]], [[Combat Expertise]], [[Combat Reflexes]], [[Dodge]], [[Endurance]], [[Flyby Attack]], [[Great Fortitude]], [[Greater Vital Strike]], [[Improved Great Fortitude]], [[Improved Initiative]], [[Improved Iron Will]], [[Improved Lightning Reflexes]], [[Improved Vital Strike]], [[Iron Will]], [[Lightning Reflexes]], [[Lightning Stance]], [[Mobility]], [[Skill Focus]] (Stealth), [[Toughness]], [[Vital Strike]], [[Weapon Focus]] (incorporeal touch), [[Whirlwind Attack]], [[Wind Stance]] **Skills** Fly +56, Perception +59, Stealth +48, Survival +52 **Languages** Auran, Common, Giant #### special abilities ### Defensive Shock (Ex) An opponent that uses a natural weapon or a metal melee weapon to deal damage to a thunder worm must succeed on a DC 43 Reflex save or take 2d6 points of electricity damage from the creature's body. The save DC is Constitution-based. ### Engulf (Ex) A thunderworm can move into a creature's space, dealing automatic touch attack damage to all creatures within its space at the end of its turn. Creatures who enter a thunderworms space also take automatic touch attack damage. ### Thunderclap (Ex) A thunder worm can produce a thunderous boom as a standard action. Creatures within 30 feet of the worm must succeed on a DC 43 Reflex save or take 24d8 points of sonic damage. A thunder worm must wait 1d4 rounds before using this ability again. The save DC is Constitution-based. #### ecology **Terrain:** Temperate land **Organization:** Solitary or pod (2–4) **Treasure:** None **Advancement** 49–144 HD (Colossal) Thunder worms are sometimes called living storms, for they float about in clouds, and their bodies course with electricity and sonic energy. Some sages and adventurers compare thunder worms to purple worms, but the similarity ends in the wormlike shape shared by both monsters. Thunder worms are incorporeal, with cloudlike bodies that resist material attacks. They look like long clouds of mist that range from wispy white to threatening black in color, with many shades of gray in between. Lightninglike discharges dance constantly through their forms, and they make a soft rumbling sound when agitated. ### Combat A thunder worm tends to initiate combat with its thunder clap attack; then it closes on its foes to touch and engulf them.