Excerpt from
Races of Stone
By David Noonan, Jesse Decker, Michelle Lyons

Any race that spends its time living in the earth or atop its mountains is potentially a race of stone. This book focuses on three races of great interest to players and DMs: the dwarves and their vast underground communities, the burrow-dwelling gnomes, and the goliaths, nomadic mountain-dwellers. Along with detailed discussions of their cultures, equipment, magic, and feats, discover new gnome and dwarf subraces such as the dream dwarf and whisper gnome, plus other races of stone. Be ye warned, however: Not everyone is friendly -- this book also details the stone drake and other classic enemies, and inspirations for creating entire campaigns of stone.

From Chapter 8: Campaigns of Stone

Thrum Worm

Medium Magical Beast
Hit Dice: 2d10+4 (15 hp)
Initiative: +1
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Bite +3 melee (1d4+1) or sonic ray +3 ranged touch (1d8 sonic)
Full Attack: Bite +3 melee (1d4+1) or sonic ray +3 ranged touch (1d8 sonic)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sonic ray
Special Qualities: Darkvision 60 ft., low-light vision, trainable, tremorsense 60 ft.
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +3, Listen +3, Move Silently +3
Feats: Blind-Fight
Environment: Underground
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: --

This thick, wormlike creature is longer than an adult human is tall. Its head rears up as if it intends to strike, but then its teeth retract.

Thrum worms are unusual, slow-moving worms often used by specialized gnome cavalry. The gnomes take advantage of the worms' burrowing abilities in several ways. In times of peace, they use their unique mounts to find ore and mineral deposits, and in times of war, they burrow behind enemy lines and infiltrate enemy encampments.

Thrum worms grow to around 8-10 feet long and weigh up to 200 pounds when fully grown. They have dry, rubbery, orange-brown hides and smell of soil. A thrum worm's mouth has two rows of very small teeth that it can tuck inside its mouth when shooting its sonic ray.


Thrum worms generally avoid combat when they can. When forced to fight by a burrowing predator or when directed to fight by a rider or handler, the thrum worm relies on its sonic ray as its primary attack form.

Sonic Ray (Su): A thrum worm can fire this ray once per round from its mouth, with a range of 30 feet and no range increment.

Trainable (Ex): A thrum worm is easier to train and handle than most other magical beasts. Handle Animal checks made to train or handle a thrum worm are not increased by 5. Gnomes receive a +2 circumstance bonus on all Handle Animal checks made to train or handle a thrum worm.

Training a Thrum Worm

A thrum worm can be trained with the use of the Handle Animal skill. Riding a thrum worm requires an exotic saddle or a specialized burrower's saddle (see Chapter 7: Equipment and Magic).

A thrum worm larva costs 1,500 gp on the open market, and a young worm sells for 2,500 gp. Trainers charge 125 gp to train a thrum worm.

Carrying Capacity: Although they are not quadrupeds, thrum worms are capable of carrying heavier loads than most creatures with a similar Strength. A light load for a thrum worm is up to 75 pounds; a medium load, 76-150 pounds; and a heavy load, 151-225 pounds. A thrum worm can drag 1,125 pounds.

1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.