# Mind Worm
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >tentacles: 1d8 (×2)
> >Melee/Ranged: +29/+15
> >Secondary: +24/+10
> >Multiattack: +27/+13
> >M/R_PA: +29/+15
> >2nd/PA: +24/+10
> >MA_PA: +27/+13
> >Itterative: 4
> > xDmg:: Str: +13; Str2: +19; StrOH: +6; StrPA: +13; StrPA2H: +19; StrPAOH: +6
> > xDCs:: Str: 35; Dex: 21; Con: 27; Int: 25; Wis: 24; Cha: 26
> > xFeat:: 9/13 (4)
> >
> >
> > xLang:: 0/3 (3)
<div class="grid-container"><div class="MON">Mind Worm</div>
<div class="CR">CR 17 (102,400 XP)</div>
<div class="SOU">Dragon #337</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LE Huge Aberration (aquatic)
**Init** -1
**Senses** blindsense 240 ft., darkvision 60 ft.; **Perception** +34
#### defense
**AC** 24, 7 touch, 25 flat-footed (-1 Dex, +17 natural, -2 size)
**hp** 225 (25d8+125)
**Fort** +13, **Refl** +7, **Will** +16
**Feint** 41, **Demoralize** 37
**SR** 28
**Immune** acid, mind-affecting
#### offense
**Speed** 5 ft., swim 30 ft.
**Melee** 2 tentacles +2 (1d3 plus 1 wis)
**Space** 15 ft., **Reach** 15 ft.
**Special Attacks** constitution drain, far swallow, fear, immersion awareness, mind blast, probe worms
Psi-Like Abilities (ML 15th; Concentration +19)
> At will — greater scrying (DC 21), plane shift (DC 20)
#### statistics
**Str** 36, **Dex** 9, **Con** 21, **Int** 16, **Wis** 14, **Cha** 19
**BAB** +18, **CMB** +33, **CMD** 42, **TA** +29, **RTA** +15
**Feats** [[Ability Focus]] (far swallow), [[Ability Focus]] (fear), [[Ability Focus]] (mind blast), [[Alertness]], [[Improved Initiative]], [[Multiattack]], [[Skill Focus]] (Knowledge [planes]), [[Weapon Focus]] (bite), [[Weapon Focus]] (probe worm)
**Skills** Intimidate +32, Knowledge (planes) +28, Perception +34, Sense Motive +31, Spellcraft +31, Survival +30, Swim +49
**Languages**
#### special abilities
### Constitution Drain (Ex)
A probe worm's bite drains 1d4 points of Constitution.
### Far Swallow (Su)
If a mind worm scores a critical hit with a probe worm attack, the victim must succeed on a DC 28 Will save or be transported into the mind worm's interior, allowing the mind worm to automatically swallow the opponent. This is a conjuration (teleportation) effect. The save DC is Charisma-based. A swallowed creature takes 2d6+13 points of crushing damage plus 6 points of acid damage per round from the mind worm's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 40 points of damage to the worm's gizzard (AC 18). Once.the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A mind worm's interior can hold 1 Large, 4 Medium, 16 Small,or 64 Tiny or smaller creatures.
### Fear (Su)
Living creatures struck by a probe worm must succeed on a DC 28 Will save or be shaken for 1d6 rounds. An opponent that succeeds on the saving throw is immune to that mind worm's fear for 24 hours. The save DC is Charisma-based.
### Immersion Awareness (Ex)
A mind worm immersed in water is not subject to critical hits and cannot be flanked.
### Mind Blast (Su)
This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 28 Will save or be stunned for 3d4 rounds. The save DC is Charisma-based. This ability is the equivalent of a 4th-level spell.
### Probe Worms (Su)
A probe worm is a tiny wormlike thing constructed of crackling red energy. As a free action each round, the mind worm can create up to four of these probes in any fluid or reflective surface the mind worm is able to see with any of its senses or through scrying (although this is more difficult to accomplish). A probe worm may make melee attacks at opponents up to 15 feet away from the surface it appears on, dealing force damage and Constitution drain, and on a successful critical hit may use its far swallow ability. Each probe worm has an AC of 20 and 40 points, and when destroyed cannot be replaced for a full week. A mind worm can have no more then four probe worms at one time and can dismiss them as a free action. To create a probe worm through scrying, a mind worm must first view the location and then succeed on a DC 20 caster level check. If the surface is on another plane, the DC increases by 20. The DC also increases by 2 if the surface is smaller than 20 feet in radius. To be the target of this ability, a surface must be a flat mirror, clear glass, a still pool of liquid, or a flat piece of shiny metal. Once created, disturbing the surface does not affect the probe worm.