Wyrmling, Sand (CR 5)
Alignment: Usually lawful neutral
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: keen senses
AC: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Hit Dice: 4d12+4 (30 hp)
Fort +5, Ref +5, Will +5
Speed: 40 ft., burrow 20 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple -5
Attack: Bite +8 melee
Full Attack: Bite +8 melee
Damage: Bite 1d6+3
Special Attacks/Actions: Breath weapon (cone of contact poison 1d6 Dex DC13)
Abilities: Str 14, Dex 6, Con 12, Int 10, Wis 12, Cha 10
Special Qualities: spells (CL 4)
Feats: Improved Initiative; Weapon Focus (bite)
Skills: Climb +6*, Hide +11*, Knowledge (nature) +4, Survival +5, and Swim +6*
Advancement: Wurmling 5-7 HD (Small)
Climate/Terrain: Any desert
Organization: Clutch (1-3)
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. A sand wurm can exhale a cloud of contact poison that extends outward from the wurm in a cone. Creatures in the area must make a Fortitude saving throw when first exposed to avoid the initial 1d6 poison damage and a second saving throw minute later. Dexterity damage is temporary. Unconsciousness lasts for 1d3 hours.
Tremorsense (Ex): While underground, a sand wurm can automatically sense the location of any moving thing within 90 feet that is in contact with the ground.
Sand Walk (Ex): A sand wurm is as sure-footed on shifting sand as on solid ground and never needs to make a Balance check to move on sand during normal conditions.
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.