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Scavenger Worm

This insectoid creature might be mistaken for a simple giant centipede, were it not for the circular, moray-like maw, the hard reflective chitin that clicks as it moves, and its complete lack of eyes. A thin trickle of something green and foul-smelling trickles from its mouth.

Scavenger Worm
CR 4
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.

CONVERSION