Larva (CR 1/2)

Medium Outsider (Evil)
Alignment: Any evil
Initiative: +0; Senses: darkvision 60 ft., Listen +1, and Spot +1
Languages: Body language to other larva only

AC: 13 (+3 natural), touch 10, flat-footed 13
Hit Dice: 1/2d8+1 (3 hp)
Fort +1, Ref +0, Will -2
Speed: 10 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -5
Attack: Bite +1 melee
Full Attack: Bite +1 melee
Damage: Bite 1d4+1 plus wounding and disease
Special Attacks/Actions: Wounding, disease
Abilities: Str 12, Dex 10, Con 12, Int 4, Wis 6, Cha 2
Special Qualities:
Feats: -
Skills: Listen +1 and Spot +1
Advancement: 1 HD (Medium-size)
Climate/Terrain: Any land and underground
Organization: Swarm (10-100)
Treasure/Possessions: None

Source: Converted

Wounding (Ex): The bite of a larva will bleed for 1 additional point of damage per round until magically healed or until the victim receives a successful Heal check (DC 20).

Disease (Su): The bite of a larva will inflict the foe with a rotting disease (akin to mummy rot) unless a successful Fortitude save (DC 11) is successful. A remove disease spell destroys the disease.

Larvae have essentially no will of their own. They simply lay in giant, quivering masses on the ground until commanded by a being of greater power than their own, at which point they will do the bidding of the one who commanded them.

Larvae are the evil dead from the Prime Material plane who led especially selfish lives. They are doomed to spend their wretched existences serving the whims of evil on the lower planes.

Larvae appear as man-sized worms approximately five feet long with a roughly humanoid head resembling the tortured soul's original appearance. They are sickly yellow in color and are covered with a thick, viscous, foul-smelling fluid. Larvae communicate with one another through basic body language that cannot be interpreted by anyone else.

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).