Wormswarm (CR 10)
Alignment: Always chaotic evil
Initiative: +6 (Dex); Senses: darkvision 60 ft., tremorsense 60 ft., Listen +0, and Spot +0
AC: 20 (+6 Dex, +4 size), touch 20, flat-footed 14
Hit Dice: 12d8 (102 hp)
Fort +12, Ref +10, Will +4
Speed: 30 ft., burrow 10 ft., swim 30 ft.
Space: 10 ft./0 ft.
Base Attack +9; Grapple -8
Attack: Melee swarm
Full Attack: Melee swarm
Damage: Swarm 3d6 plus poison
Special Attacks/Actions: distraction, create spawn
Abilities: Str 1, Dex 22, Con 18, Int -, Wis 10, Cha 8
Special Qualities: Immune to critical hits, flanking, mind-affecting, sneak attack, weapon damage; swarm weaknesses
Skills: Listen +0 and Spot +0
Climate/Terrain: any Kyuss-associated
Organization: solitary, swath (2-4), or infestation (5-12)
Distraction (Su): Any living creature that begins its turn with a wormswarm in its space must make a DC 20 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Poison (Ex): Injury, Fortitude DC 20, initial damage 1d4 Int, secondary damage 2d4 lot. The save DC is Constitution based.
Create Spawn (Su): Any living creature killed by a wormswarm rises as a zombie in 1d4 hours. A humanoid creature with 11 or more Hit Dice instead rises as a sword of Kyuss in 1d4 hours.
Obey the Wormtouched (Su): Although they are mindless, wormswarms unerringly follow simple commands given by other undead servants of Kyuss.