MiddenwormCreature 5
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +13 (darkvision, tremorsense (imprecise) 30 feet)
Languages none
Skills Athletics +12
Str +5, Dex +2, Con +4, Int -4, Wis +4, Cha +0
AC 21; Fort +15; Reflex +9; Will +11;
HP 75
Speed 20 feet (climb 10 feet, swim 30 feet)
Immunities disease
Resistances Fire 5, Poison 5
Jaws
+14 (+9, +4) to hit (unarmed) 2d8+5 Piercing + 1d6 PoisonTails
+14 (+10, +6) to hit (agile, reach 10, unarmed) 2d6+5 PiercingNauseating Presence (aura)
30 feet. DC 19 fortitude
As stench, but the aura affects a creature that sees, hears, or smells the middenworm.
A creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.
Blood Drain
Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within reach of the middenworm's tails
Effect The middenworm drains blood from the victim, which must succeed at a DC 22 fortitude save or become Drained 1. If the creature is already drained, its drained value increases by 1 (to a maximum of drained 4). The middenworm becomes Quickened until the end of its next turn, and can use the extra action to Stride, Climb, Swim, or Strike.
Midden Fever (disease)Saving Throw DC 22 fortitude
Stage 1 carrier with no ill effects (1 day)
Stage 2 Enfeebled 1 (1 day)
Stage 3 Enfeebled 2 (1 day)
Stage 4 enfeebled 2 and Fatigued (1 day)
Stage 5 Paralyzed (1 day)
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Creepers of sewers and crawlers within urban dump sites, middenworms are dangerous scavengers. Eager to abandon their bottom-feeding ways, they're known to attack living foes, for fresh blood is their favorite repast. A middenworm is unpleasant to look at, listen to, or smell: a greasy maggot-like worm with hooked jaws at one end that peel back the folds of its body when it bites, and a nest of long, red, blood-drinking tendrils at the other.
Giant Middenworms
Normally, a middenworm doesn’t grow much larger than a dog, as this smaller size affords them more mobility in the sewers they frequent. Yet rarely, when middenworms have more room to grow in an area that’s particularly infused with toxic magic or fiendish influences, these creatures can grow to enormous size.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
AberrationAberrations are creatures from beyond the planes or corruptions of the natural order.
AmphibiousAn amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.