Worm Mass
| Statistic | Value |
|---|---|
| Size/Type | Tiny Magical Beast (Swarm) |
| Hit Dice | 8d10+24 (68 hp) |
| Initiative | +5 |
| Speed | 20 ft. (4 squares), swim 10 ft. |
| Armor Class | 15 (-2 size, +5 Dex, +2 natural), touch 13, flat-footed 10 |
| Base Attack/Grapple | +8/― |
| Attack | Swarm +13 melee (2d6) |
| Full Attack | Swarm +13 melee (2d6) |
| Space/Reach | 10 ft./0 ft. |
| Special Attacks | Distraction, engulf |
| Special Qualities | Darkvision 60 ft., half damage from slashing and piercing, low-light vision, spell resistance 18, absorb magic, swarm traits |
| Saves | Fort +7, Ref +11, Will +1 |
| Abilities | Str 1, Dex 20, Con 12, Int ―, Wis 9, Cha 5 |
| Skills | Listen +3, Spot +3, Swim +2 |
| Feats | Weapon Finesse |
| Environment | Underground |
| Organization | Solitary |
| Challenge Rating | 6 |
| Treasure | None |
| Alignment | Always neutral |
| Advancement | None |
| Level Adjustment | ― |
Description
A mass of thick, slimy worms moves about in a great pile, the bodies constantly slithering and intertwining with each other. The worms are pale yellow in hue, with darker tips.
This is a seething mass of large, slimy worms that slither and crawl as a group across the floor. Each of the glistening worms is about two feet in length and has a diameter of 3 inches. They have a soft, cream-hued flesh that is segmented with multiple rings along the body. The flesh grows darker near the ends until it becomes a deep tan at the tip.
The worms feed off magical energy, drawing their life force from spells and beings that are magical in nature. They readily absorb most spells, using the energy to rapidly increase their numbers. Individually the worms do not fare well when separated from the main body, and they will crawl off to find a crack or hole in which to hide.
Combat
The worm mass attacks by swarming over its foe and crushing the creature with their combined bulk.
Absorb Magic (Su): The worm mass does not suffer additional damage from the magical enhancement bonuses of weapons. The swarm heals 1d8 points of damage for every spell level they successfully resist using their spell resistance.
Engulf (Ex): Any living creature that begins its turn with a worm mass in its space must succeed on a DC 19 Reflex save or be engulfed. Engulfed creatures are considered entangled. The save DC is Dexterity-based.
Distraction (Ex): Any living creature that begins its turn with a worm mass in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Skills: A worm mass has a +4 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, worm masses also gain the following special benefits.
- The save DC of the distraction ability is equal to 10 + ½ HD + Constitution modifier.
- Spell resistance is equal to creature's HD + 10 (maximum 30).