Scavenger Worm

Scavenger Worm (CR 4)
Large aberration
Init 17; Senses blindsight 60 ft. scent; Notice 18
Defense
AC 16, flat-footed 13
(+3 Dex, +4 natural, -1 size)
HP 22 (3d8+9)
Fort +4, Ref +4, Will +5
Offense
Speed 30 ft., climb 20 ft.
Melee bite +4 (1d8+3)
Space 10 ft.; Reach 5 ft.
Special Attacks tranquilizing spray (2/day; 20 ft. cone; F-DC 14)
Statistics
Str 14, Dex 16, Con 16, Int 1, Wis 14, Cha 6
Base Atk +2; CMB +5; CMD 18 (can’t be tripped)
Feats Improved Initiative, Run
Skills Perception +8, Stealth +5
SQ camouflage
Ecology
Environment underground
Organization solitary, pair, brood (3-6)
Treasure Value none
Special Abilities
Tranquilizing Spray (Ex; Con) The scavenger worm can spit a viscous liquid in a 20-ft. cone. All living creatures in the area must succeed on a DC 14 Fortitude save or fall asleep for 1d8+1 rounds. Victims can be awakened early with a DC 15 Heal check, as a full-round action, or with any variant of restoration or neutralize poison.

Scavenger worms roam the many underground caverns and cave systems, feeding on any and every living being they overpower, and any carrion they are fortunate enough to find. They are exceptionally territorial, attacking even on those rare occasions they might not be hungry. Still, they are just barely smart enough to flee from battle if they are badly losing.

Most scavenger worms strongly resemble giant centipedes. They average 9 to 11 feet in length, and roughly 600 pounds.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.