Wriggler (CR 1/4)
AC: 11 (+2 size, -3 Dex, +2 natural), touch 9, flat-footed 11
Hit Dice: 1d8+1 (5 hp)
Fort +1, Ref -3, Will +2
Speed: 5 ft.
Space: 2 1/2 ft./0 ft.
Base Attack +0; Grapple -6
Attack: Bite +4 melee
Full Attack: Bite +4 melee
Damage: Bite 1d4+3
Special Attacks/Actions: Attach
Abilities: Str 14, Dex 5, Con 13, Int 4, Wis 10, Cha 11 (Ego: 8)
Special Qualities: improved grab, reach, soul feeding, symbiont traits, tentacle attack
Feats: Improved Initiative
Skills: Jump +6
Climate/Terrain: Any underground
Organization: Solitary (symbiont)
Attach (Ex): If a wriggler hits with its bite attack, it burrows into the target's face and takes up residence above its mouth (if it has one; otherwise, a central location on the head). It then extrudes four 3-foot-long tentacles that resemble those of a mind flayer over a period of hour.
Blindsight (Ex): A wriggler is blind, but its entire body is a primitive sensory organ that can ascertain objects and creatures by scent and vibration within 60 feet. A wriggler usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
Soul Feeding (Su): A wriggler survives by consuming its host's personal essence. This ongoing process deals 1 point of Charisma damage each day the wriggler remains attached. Ordinarily, the host regains 1 lost point of Charisma each night, just before the wriggler drains a new point, keeping the host at an equilibrium point of -1 to its base Charisma.
Tentacle Attack (Ex): The host gains four tentacle attacks. If the host has no other primary natural attacks, or its other primary attacks are also tentacles, these attacks are primary; otherwise the tentacles function as secondary natural weapons. The base damage for each tentacle attack is 1d4 points.
A wriggler seeks to attach itself to the host's face.