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From Pathfinder Adventure Path: Bastion of Blasphemies, which isn't enabled.

Middenworm

CREATURE 5

Creepers of sewers and crawlers within urban dump sites, middenworms are dangerous scavengers. Eager to abandon their bottom-feeding ways, they're known to attack living foes, for fresh blood is their favorite repast. A middenworm is unpleasant to look at, listen to, or smell: a greasy maggot-like worm with hooked jaws at one end that peel back the folds of its body when it bites, and a nest of long, red, blood-drinking tendrils at the other.

Giant Middenworms

Normally, a middenworm doesn’t grow much larger than a dog, as this smaller size affords them more mobility in the sewers they frequent. Yet rarely, when middenworms have more room to grow in an area that’s particularly infused with toxic magic or fiendish influences, these creatures can grow to enormous size.


Perception +13; darkvision, tremorsense (imprecise) 30 feet
Skills Athletics +12
Str +5, Dex +2, Con +4, Int -4, Wis +4, Cha +0

AC 21; Fort +15, Ref +9, Will +11
HP 75; Immunities disease; Resistances fire 5, poison 5
Nauseating Presence (aura)

30 feet. DC 19 Fortitude

As stench, but the aura affects a creature that sees, hears, or smells the middenworm.


A creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.


Speed 20 feet, climb 10 feet, swim 30 feet
Melee Jaws +14 (unarmed), Damage 2d8+5 piercing plus 1d6 poison plus Midden Fever
Melee Tails +14 (agile, reach 10, unarmed), Damage 2d6+5 piercing plus Grab
Blood Drain
Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within reach of the middenworm's tails

Effect The middenworm drains blood from the victim, which must succeed at a DC 22 Fortitude save or become Drained 1. If the creature is already drained, its drained value increases by 1 (to a maximum of drained 4). The middenworm becomes Quickened until the end of its next turn, and can use the extra action to Stride, Climb, Swim, or Strike.
Midden Fever (disease)
Saving Throw DC 22 Fortitude
Stage 1 carrier with no ill effects (1 day)
Stage 2 Enfeebled 1 (1 day)
Stage 3 Enfeebled 2 (1 day)
Stage 4 enfeebled 2 and Fatigued (1 day)
Stage 5 Paralyzed (1 day)
Grab

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained

Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Pathfinder Adventure Path: Bastion of BlasphemiesORC