Tenebrous Worm (CR 7)

Medium Animal
Alignment: Always neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +6, and Spot +7


AC: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Hit Dice: 10d8+10 (55 hp)
Fort +8, Ref +8, Will +3
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +7; Grapple +2
Attack: Bite +8 melee
Full Attack: Bite +8 melee
Damage: Bite 2d6+1 and poison
Special Attacks/Actions: Paralysis, poison
Abilities: Str 13, Dex 12, Con 12, Int 2, Wis 11, Cha 4
Special Qualities:
Feats: -
Skills: Listen +6 and Spot +7
Advancement: 11-16 HD (Medium-size); 17-30 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: None

Source: Converted

Paralysis (Ex): Any creature whose bare skin touches the tenebrous worm, or any creature hit by the worm's bristles, must succeed at a Fortitude save (DC 16) or be paralyzed for 1d6 minutes.

Any creature attacking a tenebrous worm with any non-reach weapon has a 35% chance per attack of accidentally touching the bristles. If the worm is touched, the attacker must make a successful Fortitude save (DC 16) or be paralyzed for 1d6 minutes.

Poison (Ex): Bite, Fortitude save (DC 16); initial and secondary damage 1d6 temporary Constitution.

A tenebrous worm is a formidable opponent and attacks with its vicious bite.

The Tenebrous Worm first appeared in the Monster Manual II (Gary Gygax, 1983).