This large desert worm is covered with sand-colored plates of chitinous armor. Its trifurcated mouth opens to reveal row upon row of razor sharp teeth.
N Gargantuan magical beast (desert, earth)
Init –1; Senses darkvision 60 ft., low-light visions, tremorsense 60 ft.; Perception +17
AC 23, touch 6, flat-footed 23 (–4 size, +17 natural armor)
hp 127 (10d10+72)
Fort +13, Ref +6, Will +5
DR 5/—; Immune acid, fire, paralysis, and poison
Weaknesses susceptible to cold
Speed 40 ft., burrow 40 ft.
Melee bite +13 (2d8+9/19-20 plus grab)
Space 20 ft., Reach 15 ft.
Special Attacks sand tremor, static charge, swallow whole (5d6 acid damage, AC 20, 25 hp),
The favored tactic of the sandworm is to lurk beneath the surface of the desert sands until it senses a creature moving by with its tremorsense, whereupon it burrows out to surprise and attack its prey (treat this attack as a charge attack). A sandworm that has taken more than half its hit points in damage retreats deep into the sands unless it is cornered, in which case it fights to the death.
Str 28, Dex 9, Con 22, Int 3, Wis 12, Cha 5
Base Atk +7; CMB +20; CMD +31 (can't be tripped)
Feats Awesome Blow, Improved Bull Rush, Power Attack, Skill Focus (Perception), Toughness, Weapon Focus (bite)
Skills Perception +17
Language Terran (can’t speak)
Sand Tremor (Ex) When a greater sandworm burrows within 20 feet of a creature, it creates a minor earthquake that can trip creatures. The sandworm attempts a single combat maneuver check and applies the result against the CMD of every creature in the area. If its roll equals or exceeds a creature's CMD, that creature is knocked prone. This trip attack does not provoke an attack of opportunity, nor is the sandworm knocked prone if it fails the check by 10 or more. Unlike with a regular trip attack, the sandworm can trip any creature touching the ground, regardless of size. Improved Trip does not affect this ability in any way. Though the earthquake is small and focused on the ground, if the area is particularly unstable, the tremor might cause items to topple, stones to shake loose from the walls or ceiling, and so on at the GM's discretion.
Static Charge (Ex) A greater sandworm burrows through the sand, it generates a field of static electricity, much like a person running his feet along a carpeted floor. Once it emerges from the sand, electrical energy floods its body, shocking the next creature that touches it. Any creature striking the greater sandworm with its body or a handheld weapon takes 5d6 points of electricity damage. Spell resistance has no affect against this electrical effect, but electricity resistance and electricity immunity apply against this damage. Once the electricity is discharged, the greater worm must burrow its full movement to regain its electrical charge.
Environment warm deserts (underground)
Organization solitary, pair, or cluster (2-5)