XP 1,200
N Large aberration
Init +7; Senses blindsight 60 ft. scent; Perception +6
DEFENSE
AC 16, touch 12, 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
Tactics Although technically sightless, scavenger worms are capable of
detecting and tracking prey as well as any sighted creature. When they
come across living beings, they initiate combat with their tranquilizing
spray, and then make every effort to grab at least one debilitated
creature and drag it off to be consumed. If it senses no easy escape, however, it fights until all its prey is
dead, or it believes itself to be overmatched.
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 Climb +14, Perception +6, Stealth +7
SPECIAL ABILITIES
Tranquilizing Spray (Ex)
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. Once it attacks
with its spray, the scavenger worm cannot do so again for 1d4 rounds. The save DC is Constitution-based.