Blood Worm, Elder
Fine Aberration (Swarm)
HD 19d8+82 (168 hp)
Speed 40 ft. (4 squares); burrow 20 ft., climb 20 ft.
AC 26 (+6 Dex, +8 size, +4 Natural); touch 24; flat-footed 22
BAB +14; Grp –
Attack Swarm (6d6+3d6 acid)
Full-Attack Swarm (6d6+3d6 acid)
Space 20 ft.; Reach 0 ft.
Special Attacks Acidic bite, distraction, implant
Special Qualities Darkvision 60 ft., hive mind, immune to weapon damage, swarm traits
Saves Fort +12 Ref +14 Will +14
Abilities Str 5, Dex 23, Con 19, Int 15, Wis 12, Cha 5
Skills Climb +17, Hide +22
Feats Improved Initiative, Improved Natural Attack, Lightning Reflexes, Great Fortitude, Iron Will, Toughness (x2), Weapon FinesseB
Challenge Rating 15
Alignment Chaotic Evil
Advancement 19-25 HD (fine)
Level Adjustment: –
Elder blood worms are ancient masses of blood worms, forming a humongous, amorphous shape. Elder blood worms come to existence over decades, starting as a greater blood worm that slowly grows by consuming blood and adding to itself.
Elder blood worms have no fear, and will justify combat for even a drop of blood. When they spot prey they tend to head towards it as fast as possible, keeping their worm-like shape, then flatten out around the area the target resides in, to quell any attempts at escape.
Acidic Bite: A elder blood worm can exude a potent acid at will. This is generally used to bore through a target’s skin to allow the elder blood worm to implant a blood worm. Anyone caught in the elder blood worm’s swarm attack takes an additional 3d6 damage.
Distraction: Any living creature that begins its turn with a elder blood worm in its space must succeed on a DC 23 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Hive Mind: Any elder blood worm with at least 1 hit point per Hit Die (or 19 hit points, for a standard elder blood worm) forms a hive mind, giving it an Intelligence of 15. When an elder blood worm is reduced below this hit point threshold, it becomes mindless.
Implant: A elder blood worm may attempt to implant whenever occupying another’s space. This form of implant is considered a swarm attack and the target must succeed on a DC 25 Fortitude save or be infected with a blood worm. This save is constitution based. If the save is failed, the blood worm uses its acid to bore into the target and into its veins or arteries. Once in the bloodstream, the blood worm begins to feed upon its victims blood. At this point, and at any time within the next 5 rounds, the blood worm may be destroyed with a remove disease spell. After 5 rounds, the blood worm has spread too far to be contained in this fashion and requires a heal spell or similar effect to be destroyed.
Every round after implanting itself into its new host, 1d3 new blood worms are produced. Slowly, the victims blood is eaten away by the blood worms, and veins and arteries are replaced with them. Every 10 new blood worms spawned lowers the host’s Constitution score is lowered by 1. After the victim’s Constitution score is reduced to 0, the blood worms take over the host, effectively killing it, and taking control of the body’s actions.
At this point, the blood worms either emerge as a swarm of blood worms (greater blood worm) or continue to eat away at the host’s body, replacing all but skin and bone (see infested one template).