Verdan Baneworms

Tiny Magical Beast
HD: 1/2 d10 (3 hp)
Initiative: +4 (+4 Dex)
Speed: 20 ft. (4 squares), climb 15 ft.
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +5 melee (1d3-4 plus poison)
Full Attack: Bite +5 melee (1d3-4 plus poison)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison 1d4/1d4 Strength
Special Qualities: Darkvision 60 ft., low-light vision 60 ft., tremorsense 60 ft.
Saves: Fort
Abilities: Str 3, Dex 18, Con 12, Int 1, Wis 10, Cha 2
Skills: Climb +12, Hide +16, Jump -4, Spot +4
Feats: -
Environment: Temperate Forests
Organization: Solitary or Colony (8-16)
Challenge Rating: 1/4
Alignment: Neutral Evil
Treasure: None
Advancement: -
Level Adjustment: -

About Baneworms:
Verdan Baneworms are unusually large caterpillar-like creatures that live in temperate to tropical forests, swamps, and similar areas. feeding on populations of local vermin and birds. Baneworms are insatiable eating machines, gobbling up hundreds of insects on a daily basis to fulfill their insatiable hunger.

Baneworms are noted for having an immense longevity, and some baneworms live for thousands of years without any distinct change. In the wild, baneworms only reproduce to keep their numbers in a region stable, having an instinctive knowledge of the presence of all other baneworms in their general vicinity. However, baneworms can be bred in captivity in greater numbers than normal, and thrive in such environments, provided they are given a steady diet.

Combat:
Generally, baneworms flee from combat with anything larger than themselves (Small-size or greater) that is capable of fighting back. They only have interest in eating and growing, so that they can achieve the next stage of their life cycle, the verdan keinderflucht (see that creature's entry for more information). Generally, baneworms never achieve this next stage without assistance from outside forces, or unusual circumstances.

Poison (Ex): A baneworm has a poisonous bite. The save DC is Constitution-based. This deals 1d4 Strength as primary and secondary damage on a failed DC 14 fortitude save.