1/2d8+1 (6 hp)
15 ft. (3 squares), climb 15 ft., swim 15 ft.
17 (+4 dex, +1 natural, +2 size), touch 16, flat-footed 13
Bite +6 melee (1d3-4 plus venom)
Bite +6 melee (1d3-4 plus venom)
2 1/2 ft./5 ft.
Favored enemy, infest, poison
Blindsense 20 ft., detect poison, resistance to poison 8, scent
Fort +3, Ref +6, Will +1
Str 4, Dex 18, Con 13, Int 2, Wis 12, Cha 2
Balance +12, Climb +12, Hide +18, Move Silently +6
Toughness, Weapon Finesse(B)
Solitary or Twining (2-3 worms)
1-3 HD (tiny) 4-5 HD (small), 6-9 HD (medium)
This appears like a mixture between a white snake and a parasitic worm, but are exceedingly quick and intelligent. In fact hunter worms are specially bred and altered species of tapeworm made not to parasitize, but protect against them.
They actually are kept within a master symbiont, the one who trains and feeds them, keeping them within their own intestines to further the bond. It invades most of the host's system so as to keep it healthy, and warning him of impurities.
Though tiny sized, they are nearly 6 feet long when fully extended, and are slimmer than an earthworm, weighing no more than half a pound. They speak no language, though can understand simple commands in the language of their host.
Hunter worms prefer to stay within their hosts while attacking, springing out of their host's mouth to bite or deliver touch attacks. If directed to however they will emerge completely.
A hunter worm gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against parasitic or symbiotic creatures (those capable of infesting or bonding physically to a host in some manner). Likewise, its gets a +2 bonus on weapon damage rolls against such creatures.
A hunter worm can sense what might poison it or its host through its scent, and if within its host will cause him to regurgitate any harmful ingested substance. If without, the master symbiont knows the signs of a hunter worm trying to warn him.
A hunter worm can infest the body of a willing or helpless creature's body. It slips its way into the stomach or between organs and muscles as it sees fit. The host must be the same size as the hunter worm, or larger, and takes 4 rounds. Incorporeal creatures, constructs, elementals, oozes, and plants are immune to this ability.
A hunter worm can abandon a body it has infested with a full round action that deals 1d4 damage if it entered through a wound. If it invaded through a digestive orifice, it may induce the subject to vomit as a standard action, and the worm is deposited in an adjoining square. The worm can leave the digestion of its symbiont as a move action that requires no action on the part of said symbiont.
A hunter worm can, and usually will, attack any parasite, symbiont or other object that is not of the creature's body, except other hunter worms unless directed by its master symbiont. These might include a tsochar, a cancer mage's tumor, or psionic sinews. A hunter worm can move through a body practically at will, and its attacks are not inhibited by its lack of space, while most parasites are unable to move. If this is not the case, a hunter worm gains a +4 dodge bonus to AC and +1 on attacks against mobile parasites.
A hunter worm may also automatically deal damage to its host as if it had made a bite attack. This is usually only done if directed by its master symbiont prior to the worm's infestation. It can also be trained to perform actions while inside, such as attacking, by specific taps and blows upon the host's body. The master symbiont can take a -4 penalty on his attacks to communicate to his hunter worm inside an opponent's body by his manner of strikes.
A hunter worm has a poisonous, sterilizing bite that 3 times per day deals initial and secondary damage of 1d6 Con, Fortitude DC 15. This also acts as a Remove Disease spell in regards to parasitic creatures. If it bites a non-parasite the victim is not affected as if by Remove Disease (CL 10th), but he does get an additional save against any infection. He does not receive an additional save through the worm's bite for 24 hours. Save DC's are Constitution-based and have a +4 racial bonus.
Hunter worms have a +4 racial bonus on Hide and Move Silently checks and a +8 racial bonus on Balance checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb and Swim checks.
Hunter Worm Familiars
Masters of a Hunter Worm gain a +4 bonus to saves against poison.
A hunter worm can be taken as an animal companion without level adjustment.