This large, eyeless worm is as big as a horse. It is covered in a thin chitinous layer of pale purple plates. A nasty stinger quivers at the end of its tail.
Ashworms are distant cousins to the purple worm, but not nearly as large or aggressive (not able to gulp down prey in a single mouthful). Traveling in vast herds both above and below the desert sands, the sound of a herd’s approach is akin to thunder. As a result, ashworms are sometimes called thunderherders.
Combat
Ashworms hunt prey from beneath the sand, then rise to confront their targets. In battle, an ashworm forms into a coil, stinging anything in reach.
Ashworm
Large magical beast
Init +0; Senses tremorsense 60 ft.; Perception +9
Defense
AC 14, touch 9, flat-footed 14 (−1 size, +5 natural)
hp 39 (4d8+12)
Fort +6, Ref +6, Will +2
Defenses evasive diver
Offense
Speed 30 ft., burrow 30 ft., climb 5 ft.
Melee sting +8 (1d6+7 plus poison)
Space 10 ft.; Reach 5 ft.
Statistics
Str 21, Dex 10, Con 15, Int 1, Wis 13, Cha 6
Base Atk +4; CMB +10; CMD 20 (can’t be tripped)
Feats Lightning Reflexes, Skill Focus (Perception)
Skills Climb +19, Perception +9
Morale craven (−2)
Ecology
Environment warm deserts or plains
Organization solitary, cluster (1d3+1), or herd (6d6)
Special Abilities
Poison (Ex)
Sting—injury
save Fort DC 14
frequency 1/round for 6 rounds
effect 1 step on the Strength damage track
cure 2 saves
Evasive Diver (Ex)
When in an area of sand (not packed earth or stone), if the ashworm makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the ashworm instead manages to instantly dive below the protective sand or earth and takes no damage.