Since the Wizards forums are getting twitchy I'll be adding a few mythological critters from a thread over there. WIll return to reformat and such.
From Inuit myth
The Worm Men
Medium Aberration (Shapechanger, Cold)
Hit Dice: 10d8+20 (65 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 Dex, +5 Natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+7
Attack: Bite +7 melee (1d6)
Full Attack: Bite +7 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Alternate Form (Man), Immunities, Blindsight 50', Tremor Sense 120', Quick Healing
Saves: Fort +5, Ref +4, Will +9
Abilities: Str 10, Dex 12, Con 14, Int 14, Wis 14, Cha 24
Skills: Concentration +10, Hide +6, Intimdate +12, Knowledge (Arcana, Nature) +7, Listen +6, Move Silently +6, Spellcraft +10, Survival +7
Feats: Combat Casting, Fearsome Necromancy, Greater Spell Focus (Necromancy), Spell Focus (Necromancy)
Environment: Any Cold
Organization: Solitary, Pair, group (3-6)
Challenge Rating: 11
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 11+ Hit Dice (Medium)
Level Adjustment: --
"Large intelligent worms with the ability to take on the form of a man. Found throughout the Far North they use their vast supernatural powers to destroy Inuit villages by poisoning wells, murdering livestock, and killing crops."
So says the only book source i can find on them. Hopefully i can find more or I'll have to wing it.
Spells: Worm Men can cast spells as a Sorcerer whose level is equal to their Hit Dice. Certain Divine spells may be cast by them as an Arcane Spell of the same level. These spells are:
1st: Bane, Curse Water, Deathwatch, Detect Animals and Plants, Detect Snares and Pits, Doom, Inflict Light Wounds
2nd: Curse of Ill Fortune, Death Knell, Diminish Plants, Inflict Moderate Wounds,
3rd: Inflict Serious Wounds
4th: Inflict Critical Wounds, Poison
5th: mass Curse of Ill Fortune, Mass Inflict Light Wounds
6th: Harm Mass Inflict Moderate Wounds
7th: Mass Inflict Serious Wounds
8th: Mass Inflict Critical Wounds
Immunities: Worm Men are immune to Cold, Poison, sleep effects, paralysis, and stunning.
Alternate Form (Su): Worm Men can transform into the shape of a human of any gender (the worm men themselves are both genders) at will. The transformation is a move equivalent action. It's stats and abilities are effectively unchanged (it cant use it's bite), but in human form it can now wear armor and use weapons if it knows how.
Quick Healing (Ex): Worm Men that are resting heal 1 hit point per hour.
Combat: Worm Men rarely fight. They sneak into villages in the dead of night and wreak havoc with their spells, or pretend to be men via their Alternate Form ability and claim to be lost so they can infiltrate and sow disorder.