Tendril Wurm
Challenge Rating: 5
Size: Medium
Type: Animal
Initiative: +1
Defense
Hit Points: 34 (4HD)
Armor Class: AC 16, touch 10, flat-footed 14 (+2 Dex, +4 natural)
Saves: Fort +5 Ref +6 Will +2
Weaknesses: –
Offense
Speed: Speed 5′ on land, swim 30′
Base Attack: +2
Melee: Melee 6 tendrils per round +5 (1d4+3 plus grab), bite +5 (1d6+3 only if in Feeding Grip)
Special Attacks: Feeding Grip
Sanity Effects: –
Statistics
Abilities: STR 16, DEX 15 , CON 16, INT 1, WIS 12, CHA 2
Skills: Acrobatics +2, Athletics +3, Awareness +5, Endurance +3, Knowledge –, Persuasion –, Spellcraft +1 , Survival +1, Thievery +5
Talents: Alertness, Stealthy
Special Qualities: Can breathe underwater
Ecology
Environment: Temperate rivers and Swamps
Organization: Solitary, clutch (1-6 young, 1 Mother)
Treasure: None
Feeding Grip
When attempting to grip a medium-sized or smaller creature, the wurm rolls against its opponent’s touch AC to encircle it with one or more tendrils. A successful hit means it has wrapped its tendril around the creature. It has 6 tendrils, which can each make an attack on a single target or multiple targets. When attacking creatures its size or smaller, if a tendril wurm hits its foe with two or more tendrils it can perform a Feeding Grip, attempting to pull the creature into its many-toothed maw. It must make a Heroic Action (STR). If successful, the creature is drawn into its maw, where the wurm inflicts bite damage and maintains its grapple. It cannot swallow human-sized creatures whole, since its mouth is not big enough, however it can