Wurm, Adult, Sea (CR 9)
Alignment: Usually neutral evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: keen senses, scent, Listen +7, and Spot +7
Languages: Draconic (although older wurms learn to speak Druidic, Sylvan, and Elven)
AC: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Hit Dice: 8d12+16 (168 hp)
Fort +8, Ref +8, Will +8
Speed: 20 ft., swim 90 ft.
Space: 5 ft./5 ft.
Base Attack +8; Grapple +3
Attack: Bite +13 melee, tail slap +7 melee
Full Attack: Bite +13 melee, tail slap +7 melee
Damage: Bite 1d8+4, tail slap 1d4+2
Special Attacks/Actions: Breath weapon (cone of blinding spittle DC16)
Abilities: Str 18, Dex 14, Con 14, Int 12, Wis 14, Cha 12
Special Qualities: spells (CL 8), water breathing
Feats: Improved Initiative; Track; Weapon Focus (bite)
Skills: Climb +10, Hide +8*, Jump +9, Knowledge (nature) +7, Listen +7, Move Silently +7, Spot +7, Survival +8, and Swim +10*
Advancement: Wurm 9-11 HD (Medium-size)
Climate/Terrain: Temperate and warm aquatic
Organization: Solitary or pair (1-2)
Breath Weapon: Wurms create special liquids in sacs behind their jaws. Once a wurm uses its breath weapon, it can't use it again for 1d4 rounds. A blast from a breath weapon always leaves from the wurm's mouth and extends in the direction of the wurm's choice. Sea wurms can spray a cone of blinding spittle. Creatures in the area must succeed at a Fortitude saving throw or be blinded.
Water Breathing (Ex): The sea wurm can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Scent (Ex): A sea wurm can detect opponents (even invisible or hidden foes) within 30 feet by sense of smell, even underwater. Sea wurms can also use this ability to follow a trail by smell. For a full description of this ability, see the Monster Manual.
Improved Grab (Ex): To use this ability, the wurm must hit with its tail slap attack. If it gets a hold, it can constrict.
Constrict (Ex): The wurm can coil around its prey to deal its constriction damage plus tail slap damage with a successful grapple check against any creature of equal size or smaller.
Keen Senses (Ex): Wurms see four times as well as a human in low light conditions and twice as well in normal light. They also have darkvision with a range of 60 feet.
Spells: A wurm knows and casts divine spells as a druid as shown below, gaining bonus spells for a high Wisdom score.
Skills*: Wurms have a natural coloration and limited chameleon ability that grants them a +8 racial bonus to Hide checks in their home environment (a forest wurm in a forest). In addition, wurms with a climb or swim speed receive a +8 racial bonus to Climb or Swim skill checks depending on which movement type they have.