This insectoid creature might be mistaken for a simple giant centipede, were it not for the circular, moray-like maw, the hard reflective chitin that clicks as it moves, and its complete lack of eyes. A thin trickle of something green and foul-smelling trickles from its mouth.
N Large aberration
Init +7; Senses blindsight 60 ft. scent; Perception +6
AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, -1 size)
Speed 30 ft., climb 20 ft.
Str 14, Dex 16, Con 16, Int 1, Wis 14, Cha 6
The scavenger worm can spit a viscous liquid in a 20-ft. cone. All living creatures in the area must succeed on a DC 14 Fortitude save or fall asleep for 1d8+1 rounds. Victims can be awakened early with a DC 15 Heal check, as a full-round action, or with any variant of restoration or neutralize poison. Once it attacks with its spray, the scavenger worm cannot do so again for 1d4 rounds. The save DC is Constitution-based.
Organization solitary, pair, brood (3-6)
Scavenger worms roam the many underground caverns and cave systems, feeding on any and every living being they overpower, and any carrion they are fortunate enough to find. They are exceptionally territorial, attacking even on those rare occasions they might not be hungry. Still, they are just barely smart enough to flee from battle if they are badly losing.
Most scavenger worms strongly resemble giant centipedes. They average 9 to 11 feet in length, and roughly 600 pounds.