Standard Racial Traits
Ability Score Racial Traits: Elder worms gain -2 Str, +2 Dex, and +2 Cha.
Type: Elder worms are outsiders with the native subtype.
Size: Elder worms are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Elder worms have a base speed of 30 feet. They also have a burrow speed of 30 feet and can even burrow through stone, but not metal or concrete.
Languages: Elder worms begin play speaking Elder Worm. Elder worms with high intelligence scores can choose from the following: Abyssal, Common, Aklo, or Undercommon
Defense Racial Traits
Lucky: Elder worms have a +2 racial bonus on all saving throws.
Feat and Skill Racial Traits
Skill Bonus: Elder worms have a +2 racial bonus on Acrobatics and Escape Artist checks.
Offense Racial Traits
Weapon Familiarity: Elder worms treat any weapon with the word worm in its name as a martial weapon.
Senses Racial Traits
Telepathic Senses: Elder Worms can’t speak or see, but instead perceive the world mentally, they posess the See in Darkness devil ability and can speak telepathically to any creature within 60 feet. An elder worm must provide thought components for spells that normally require verbal components. It can use language-dependent abilities with its telepathy, but not abilities that depend on audible components.
Other Racial Traits
Mouthless: Elder Worms don’t eat like other creatures. Instead, they absorb liquified food substances through a special tentacle-like organ. Elder Worms consume potions and other ingested materials in the same fashion..
Devour Life: An elder worm can consume the life essence of a living, corporeal creature to sustain itself. As a swift action an elder worm can designate a dying, corporeal creature with an intelligence score as its psychic meal. Maintaining this bond costs a swift action every turn. If the bond is maintained until the creature has reached negative constitution and died, the elder worm is nourished as if having consumed a hearty meal.
Weakness Racial Traits
Elemental Vulnerability: Elder worm have vulnerability to cold and fire.
Heat Vulnerability: For every hour an elder worm spends outside of a swamp or aquatic terrain, he must make a Fortitude saving throw (DC 15, +1 for each previous check) or take 1d4 points of constitution damage.
Elder Worm Equipment.
Aura faint or moderate divination; CL varies
Slot none; Price varies; Weight 1 lb.
This item functions as a Wand of Mind Thrust except that it can only be activated by elder worms or casters which use thought components. Worm-gems otherwise follow standard wand rules.
Dagger Of The Worm
Price 70,000 gp; Type light melee; Proficiency exotic; Dmg (M) 2d6 P or S.; Critical 19-20/×2; Charges 50; Special touch; Weight 1 lb.
This object looks like a small, golden sphere with finger-ridges designed for Elder Worms or Thane. Although seemingly dull, it cuts like the sharpest blade. A character using a worm gem does not apply his strength bonus to the damage dealt by the weapon. A Dagger Of The Worm can only be activated by elder worms or casters which use thought components.
The Torc Of S’thlaghha
Aura moderate divination; CL 8th
Slot head and neck; Price 10,000; Weight 1 lb.
This large “collar,” made of an unknown silvery metal, fits around an Elder Worm’s or Thane’s head and neck. It amplifies his mental powers, making him even more of a force to be feared.
When worn by a character which casts spells using thought components, the Torc Of S’thlaghha allows him to treat his spellcasting ability score(s) as 2 points higher.
The Yiinashc Chain
Aura moderate conjuration; CL 6th
Slot head and neck; Price 8,330; Weight 1 lb.
This silvery chain, whose links have non-Euclidean forms disturbing to the Human eye, can wrap around and imprison anyone, even incorporeal creatures. The chain functions as a +1 Ghost Touch Snag Net.