Size/Type: Large Outsider (Astral)
Hit Dice: 8d8 (36 hp)
Initiative: +13
Speed: Fly 40 ft.
Armor Class: 24 (-1 size, +7 Dex, +9 deflection), touch 29, flat-footed 20
Base Attack/Grapple: +6/-3
Attack: Shock +16 melee touch (2d6 electricity)
Full Attack: Shock +16 melee touch (2d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Engulf
Special Qualities: Darkvision 60 ft., immunity to magic, natural invisibility
Saves: Fort +3, Ref +12, Will +9
Abilities: Str 1, Dex 26, Con 10, Int 15, Wis 16, Cha 12
Skills: Disguise +5 (+8 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks)
Feats: Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Environment: Temperate marshes
Organization: Solitary, pair, or string (3-4)
Challenge Rating: 6
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: True Neutral
Advancement: 9-18 HD (Huge)
Level Adjustment: —
Wyrmholes are portals to other planes. They are also wandering creatures which cause trouble for wandering adventurers and creatures.
The classic wyrmhole takes victims to the astral plane. Since wyrmholes are true neutral, they really don't want to meddle much in the affairs of anyone, but they do have this natural ability to plane shift, and they do sometimes get hungry.
Wyrmholes speak only the language of their home planes. Their only vocal apparatus are their gaping maws which resonate very quietly with various tones. A character who succeeds on a Knowledge Planes check DC 20 will be familiar with this sound, and if they listen for it, will hear a wyrmhole from 500 feet away.
Combat
Wyrmholes usually avoid combat. When they hunger, rather than hunt, they prefer to capture (gather) adventurers, luring them into their gaping maws and out into the Astral Plane. When they are forced to fight, they loose small electrical shocks, which act as melee touch attacks.
Immunity to Magic (Ex): A wyrmhole is immune to most spells or spell-like abilities that allow spell resistance, except dimensional anchor, and dismissal.
Natural Invisibility (Ex): Wyrmholes are often not visible, as they only dimly pass the light from the astral plan through their permeable membranes.
Engulf (Ex): Wyrmholes have been known to completely engulf their prey, then plane shifting, depositing them on the Astral Plane.
Spell-like Abilities: Plane Shift at will
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