XP 153,600
NE Colossal magical beast
Init +0; Senses darkvision 120 ft., tremorsense 240 ft.; Perception +1
DEFENSE
AC 32, touch 2, flat-footed 32 (+30 natural, -8 size)
hp 362 (25d10+225)
Fort +22; Ref +16; Will +9; +8 vs. massive damage, mind-affecting
DR 15/good and piercing; Immune cold; SR 32
OFFENSE
Speed 40 ft., burrow 40 ft., swim 20 ft.
Melee bite +32 (6d8+15/19–20 plus 4d6 negative energy plus grab), sting +32 (4d8+15 plus poison)
Space 30 ft.; Reach 25 ft.
Special Attacks breath weapon (60 ft. cone, 24d6 negative energy damage, Reflex DC 30 for half, usable every 1d4 rounds), swallow whole (6d8+22 bludgeoning plus 4d6 negative, AC 25, 36 hp)
STATISTICS
Str 41, Dex 10, Con 27, Int 1, Wis 12, Cha 8
Base Atk +25; CMB +48 (+50 bull rush, +52 grapple); CMD 58 (60 vs. bull rush, cannot be tripped)
Feats Awesome Blow, Bleeding Critical, Cleave, Critical Focus, Critical Mastery, Improved Bull Rush, Improved Critical (bite), Lightning Reflexes, Power Attack (-7/+14), Skill Focus (Survival), Staggering Critical, Stunning Critical, Toughness
Skills Stealth –16, Survival +32
SQ thick skull
SPECIAL ABILITIES
Poison (Ex)
Black worm poison: Sting-injury; save Fort DC 30; frequency 1/round for 8 rounds; effect 1d8 Str damage; cure 3 consecutive saves. The save DC for this ability is Constitution-based.
Thick Skull (Ex)
A black worm has a thick skull protecting its brain from both physical and mental attacks. It receives a +8 racial bonus to Will saves against mind-affecting spells and spell-like abilities. It also receives a +8 racial bonus to saves against massive damage.