TEXT: 3.5 SYSTEM COMPATIBLE
  LPJ9524
  bilecrawler
  mo ns t e r s  o f  Ne o e xo du s :
  
  monsters of NeoExodus:  
  bilecrawler
  2
  BILECRAWLER 
  This worm-like creature’s long body ends in fleshy 
  tendrils, uncoiling like bloated serpents tipped in barbed 
  spines, surrounding a pink, bile-stinking orifice lined with 
  rows of inward tilted fangs. 
  BILECRAWLER - CR 3
  XP 800
  N Large magical beast (wyrm)
  Init +0; Senses darkvision 60 ft, low-light vision, 
  tremorsense 60 ft.; Perception +7
  DEFENSE
  AC 18, touch 9, flat-footed 18 (–1 size, +9 natural)
  hp 25 (3d10+9)
  Fort +6, Ref +3, Will +2
  OFFENSE
  Speed 30 ft., burrow 20 ft.
  Space 10 ft.; Reach 5 ft.
  Melee bite +7 (2d6+7 plus 1d4 acid plus grab)
  Special Attacks spew bile (30-ft. line, once every 2d4 
  rounds, 4d4 acid damage, Reflex DC 13 for half)
  STATISTICS
  Str 21, Dex 10, Con 17, Int 2, Wis 13, Cha 6
  Base Atk +3; CMB +9 (+13 grapple); CMD 19 (can’t be 
  tripped)
  Feats Acrobatic, Alertness
  Skills Acrobatics +6, Perception +7; Sense Motive +3; 
  Racial Modifiers +4 Perception
  SQ narrow build
  ECOLOGY
  Environment Underground
  Organization Solitary or bed (2–4)
  Treasure None
  SPECIAL ABILITIES
  Narrow Build (Ex): A bilecrawler’s long narrow 
  physique is such that it can navigate areas that would 
  ordinarily be too small for a creature of its size category 
  without suffering any of the penalties associated 
  with becoming squeezed. Bilecrawlers are treated 
  as being one size category smaller for purposes of 
  moving around corners or through tight enclosures.  A 
  bilecrawler cannot choose to squeeze past an enemy.
  Spew Bile (Ex): A bilecrawler’s stomach acids are 
  perilously caustic. Once every 2d4 rounds it can belch 
  forth a 30-ft. line of putrid yellow bile to soak its prey in 
  (4d4 points of acid damage, Reflex DC 13 for half). The 
  save DC is Constitution-based.
  The bilecrawler (also known as a bile wyrm for the 
  gastrula stink it gives off) makes its lair in caves and 
  dungeons, often burrowing into such places in search of 
  water or prey. This wyrm is the bane of most subterranean 
  humanoid races, being clever enough to tunnel around 
  heavily defended guard positions and into living spaces and 
  sleeping areas to feast upon the surprised inhabitants (most 
  of whom are usually non-combatants). Many underground 
  races have a number of folk tales regarding these monsters, 
  most involve the wyrms having a taste for particularly 
  unruly children. Real bilecrawlers don’t particularly care 
  whether their meal has been naughty or nice.
  Bilecrawler’s appear much like stout segmented 
  earthworms or slugs bred to enormous size. Their only 
  facial features are a gaping oral cavity rung round with a 
  collection of flexible barbed spines and a pair of forward-
  pointed, lidded eyes mounted to either side of its mouth. 
  Their coloration ranges from dull pink and gray to dark 
  brown or glossy black. Typical specimens grow to about 
  13 feet long and weigh around 900 pounds. 
  A bilecrawler burrows using the bony spines mounted 
  on its front end, and its acidic digestive juices. It absorbs 
  nourishment from the organic matter and mineral 
  nutrients found in the soil eating as it burrows. However 
  a bilecrawler’s diet requires it to eat copious amounts of 
  protein as well, which the creature acquires by preying 
  on other subterranean creatures – notably humanoids like 
  dwarves, goblins, and drow. A burrowing bilecrawler 
  usually does not make a usable tunnel, but it can construct 
  a tunnel at need or at the command of another. To do so 
  it must burrow at half speed. This species of wyrm often 
  digs winding tunnels abutting dungeon corridors, natural 
  caves and mine shafts, so as to be closer to its prey. Typical 
  tunnels are 5 feet tall and wide, and from 60 to 150 feet 
  long ([1d10 + 5] x 10). 
  The fleshy antenna, mounted above the bilecrawler’s 
  mouth, and banded chitin shell act as a motion detector, 
  picking up minute surface vibrations when the creature 
  is in contact with the earth. Vibrations caused by passing 
  prey are picked up by the creature’s armor and transferred 
  up to its antenna via vibratory resonance. The wyrm can 
  manage the same effect by touching or burying its antenna 
  in the ground.
  A bilecrawler usually lies 5 to 10 feet below the surface 
  until its antennae detects the approach of prey. It then 
  burrows up to attack. (Treat this as a charge, even though 
  the bilecrawler does not need to move 10 feet before 
  attacking.) The creature usually only fights long enough to 
  acquire a meal, grabbing a victim and then dragging them 
  back down its tunnel. The more frustrated a bilecrawler 
  becomes, the more likely it is to spit a gout of bile.
  Pods of bilecrawlers share the same territory but do 
  not cooperate, with one another unless directed to by a 
  trainer. The wyrmlords often use bilecrawlers as scouts, 
  and sappers, when launching an invasion of against their 
  subterranean neighbors. Likewise they use the beasts to 
  construct new lairs. Bilecrawlers make for excellent terror 
  weapons considering their predilections concerning food.
  
  monsters of NeoExodus:  
  bilecrawler
  3
  VILECRAWLER - CR 5
  XP 1,600
  N Large magical beast (wyrm)
  Init +7; Senses darkvision 60 ft, low-light vision, 
  tremorsense 60 ft.; Perception +8
  DEFENSE
  AC 22, touch 12, flat-footed 19 (+3 Dex, –1 size, +10 
  natural)
  hp 69 (6d10+30)
  Fort +10, Ref +8, Will +4
  OFFENSE
  Speed 30 ft., burrow 20 ft.
  Space 10 ft.; Reach 5 ft.
  Melee bite +12 (2d6+10 plus 1d4 acid plus grab)
  Special Attacks spew bile (30-ft. line, once every 1d4 
  rounds, 6d4 acid damage, Reflex DC 18 for half)
  STATISTICS
  Str 25, Dex 16, Con 20, Int 2, Wis 14, Cha 4
  Base Atk +6; CMB +14 (+18 grapple); CMD 24 (can’t 
  be tripped)
  Feats Acrobatic, Alertness, Improved Initiative
  Skills Acrobatics +12, Perception +8; Sense Motive +4; 
  Racial Modifiers +4 Perception
  SQ narrow build
  ECOLOGY
  Environment Underground
  Organization Solitary or bed (2–4)
  Treasure None
  Vilecrawlers, appear much like the more common variety, 
  but are a more confident breed less likely to leave a fight 
  until all its targeted prey have fled or been incapacitated. 
  Rarely are they found untended in the “wild.” Almost all 
  have been specifically bred and trained to be instruments 
  of war by the vermen, and rarely stray far from their 
  owners’ sides.
  The selective breeding process has, in addition to 
  making them heartier, also augmented the acidity of the 
  vilecrawler’s stomach bile. The acid of these augmented 
  wyrms is so strong that older vilecrawlers 
  often suffer near constant pain from ulcers 
  along their digestive tract. The result is 
  that paragon bilecrawlers must void their 
  bile more often and are therefore much freer 
  using their acidic spittle in enemies. Some 
  scholars theorize that the constant burning 
  of their bile is the source of much of this 
  wyrm’s aggression.
  Bred to be larger and more 
  aggressive than their fellows by 
  the vermen, vilecrawlers are less 
  likely to retreat with one measly 
  morsel caught in their barbed 
  mouth spines, and are more 
  likely to try and bring down 
  as much prey as possible. 
  After a successful hunt the 
  vilecrawler removes the 
  bodies of its prey back to 
  their tunnels to dine on in 
  peace. Only if the wyrm 
  is severely injured does it 
  break off combat dragging 
  whatever edibles it can with it. 
  
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  Design, Inc.
  OPEN GAME LICENSE Version 1.0a 
  Written By B. Matthew Conklin III and Tom Baumbach with Louis Porter Jr 
  Editing By Simon Rocquette
  Artwork by Anthony Cournoyer
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