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|This material is published under the OGL 1.0a.|
|Size/Type:||Gargantuan Magical Beast|
|Hit Dice:||16d10+112 (200 hp)|
|Speed:||20 ft. (4 squares), burrow 20 ft., swim 10 ft.|
|Armor Class:||19 (–4 size, –2 Dex, +15 natural), touch 4, flat-footed 19|
|Attack:||Bite +25 melee (2d8+12)|
|Full Attack:||Bite +25 melee (2d8+12) and sting +20 melee (2d6+6 plus poison)|
|Special Attacks:||Improved grab, swallow whole, poison|
|Special Qualities:||Tremorsense 60 ft.|
|Saves:||Fort +17, Ref +8, Will +4|
|Abilities:||Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8|
|Skills:||Listen +18, Swim +20|
|Feats:||Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting)|
|Treasure:||No coins, 50% goods (stone only), no items|
|Advancement:||16–32 HD (Gargantuan); 33–48 HD (Colossal)|
The body of a mature purple worm is 5 feet in diameter and 80 feet long, weighing about 40,000 pounds. The creature has a poisonous stinger in its tail.
In battle, a purple worm forms into a coil 20 feet in diameter, biting and stinging anything within reach.
Improved Grab (Ex): To use this ability, a purple worm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.
Swallow Whole (Ex): A purple worm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worm’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Skills: A purple worm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.