Mind Worm (CR 17)

Huge Aberration (Aquatic)
Alignment: Usually lawful evil
Initiative: +3; Senses: blindsense 250 ft., darkvision 60 ft.,, Listen +32, and Spot +32
Languages: Undercommon

AC: 24 (-1 Dex, -2 size, +17 natural), touch 7, flat-footed 24
Hit Dice: 25d8+125 (237 hp)
Fort +13, Ref +7, Will +16
Speed: 5 ft., swim 30 ft.
Space: 15 ft./15 ft.
Base Attack +18; Grapple +39
Attack: Bite +30 melee
Full Attack: Bite +30 melee and 4 probe worms +28 melee
Damage: Bite 2d8+13, probe worms (1 force plus Constitution drain)
Special Attacks/Actions: Constitution drain, far swallow, fear, mind blast, probe worms, psionics
Abilities: Str 36, Dex 9, Con 21, Int 16, Wis 14, Cha 19
Special Qualities: immersion awareness, immunity to acid and mind-affecting effects, SR 27
Feats: Ability Focus (far swallow); Ability Focus (fear); Ability Focus (mind blast); Alertness; Improved Initiative; Multiattack; Skill Focus (Knowledge [the planes); Weapon Focus (bite); Weapon Focus (probe worm)
Skills: Concentration +33, Knowledge (arcana) +31, Knowledge (the planes) +34, Listen +32, Spot +32, Survival +2 (+4 on other planes), and Swim +21
Advancement: 26-50 HD (Huge); 51-75 HD (Gargantuan)
Climate/Terrain: Any aquatic and underground
Organization: Solitary
Treasure/Possessions: None

Source: Dragon #337

Constitution Drain (Ex): Living creatures hit by a probe worm's attack take 1d4 points of Constitution drain.

Far Swallow (Su): If a mind worm scores a critical hit with a probe worm attack, the victim must succeed on a DC 28 Will save or be transported into the mind worm's interior, allowing the mind worm to automatically swallow the opponent. This is a conjuration (teleportation) effect. The save DC is Charisma-based.

A swallowed creature takes 2d6+13 points of crushing damage plus 6 points of acid damage per round from the mind worm's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 40 points of damage to the worm's gizzard (AC 18). Once.the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A mind worm's interior can hold 1 Large, 4 Medium, 16 Small,or 64 Tiny or smaller creatures.

Fear (Su): Living creatures struck by a probe worm must succeed on a DC 28 Will save or be shaken for 1d6 rounds. An opponent that succeeds on the saving throw is immune to that mind worm's fear for 24 hours. The save DC is Charisma-based.

Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 28 Will save or be stunned for 3d4 rounds. The save DC is Charisma-based. This ability is the equivalent of a 4th-level spell.

Probe Worms (Su): A probe worm is a tiny wormlike thing constructed of crackling red energy. As a free action each round, the mind worm can create up to four of these probes in any fluid or reflective surface the mind worm is able to see with any of its senses or through scrying (although this is more difficult to accomplish). A probe worm may make melee attacks at opponents up to 15 feet away from the surface it appears on, dealing force damage and Constitution drain, and on a successful critical hit may use its far swallow ability. Each probe worm has an AC of 20 and 40 points, and when destroyed cannot be replaced for a full week. A mind worm can have no more then four probe worms at one time and can dismiss them as a free action.

To create a probe worm through scrying, a mind worm must first view the location and then succeed on a DC 20 caster level check. If the surface is on another plane, the DC increases by 20. The DC also increases by 2 if the surface is smaller than 20 feet in radius. To be the target of this ability, a surface must be a flat mirror, clear glass, a still pool of liquid, or a flat piece of shiny metal. Once created, disturbing the surface does not affect the probe worm.

Psionics (Sp): At will - greater scrying (DC 21), plane shift (DC 20). Caster level 15th. The save DCs are Charisma-based.

Immersion Awareness (Ex): A mind worm immersed in water is not subject to critical hits and cannot be flanked.

Skills: A mind worm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

A mind worm prefers to assault opponents with its probe worms rather than confronting them directly, attacking obvious spellcasters first to drain them of their life energy before the probe worms swallow them. When confronted physically, a mind worm tries to lure its opponent into the water where it has the advantage.

Aquatic Subtype

Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.