Speaking of rewriting things, I've been working with Kimera via PMs to try and help him put together a character that he'll be satisfied with playing, and one of the templates he wanted for his character was the Worm That Walks template.  At CR +3, it is a template that could technically be used on characters in this game, but being from the Epic Level Handbook, it's also something that's a little stronger than I'm comfortable with allowing.<br/><br/>However, in the chapter from Elder Evils on Kyuss, the original Worm That Walks, one of his followers is statted out with a non-epic version of said template.  The template itself isn't spelled out mechanically, but after a little painstaking reverse-engineering, I think I've managed to figure out the bonuses it gives and its general CR cost.  I could use a second opinion, however, so hopefully nobody will mind if I post it up here for appraisal.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Worm That Walks</div><div class="spoiler_body">“Worm that walks” is a template that can be added to any evil wizard or sorcerer. It uses all the original character’s statistics, special abilities, and equipment, except as noted here.<br/><br/><strong>Type</strong><br/>The character’s type changes to aberration with the augmented subtype (it is a creature composed of hundreds of discrete crawling worms).<br/><br/><strong>Hit Dice</strong><br/>The creature's hit dice remain the same.<br/><br/><strong>Speed</strong><br/>The creature gains a 15 ft burrow speed.<br/><br/><strong>AC</strong><br/>The mass of worms that make up this creature, each looking out for danger, in sum provide a +10 insight bonus to AC.<br/><br/><strong>Attack/Full Attack</strong><br/>A worm that walks gains a natural slam attack. The creature retains the ability to wield normal weapons. If using a weapon, the slam may be used as a natural secondary attack.<br/><br/><strong>Damage</strong><br/>A worm that walks' slam attack does damage according to its size (medium-sized creatures deal 1d6+Str modifier, or +½ Str modifier when used as a secondary attack).<br/><br/><strong>Special Attack</strong><br/>A worm that walks retains all the character’s special attacks. It also gains one special attack, worm-smite.<br/><br/><strong>Worm-Smite (Ex)</strong><br/>Once every 5 rounds, a worm that walks can make a touch attack to deliver a worm-smite. A creature struck by this attack must succeed on a Reflex save (DC 10 + ½ the worm’s HD + the worm’s Con modifier) or become covered in ravenous worms. On the worm that walks' next turn and every turn thereafter, the target takes 1d8 points of slashing damage per 2 HD as the worms consume the target's flesh and burrow into its organs. The worms remain until destroyed or removed—or until the target is slain, indicating the worms have devoured their victim.<br/><br/>A target can use a full-round action to attempt to remove the hungry worms. Escaping requires a Reflex save (DC 10 + ½ the worm’s HD + the worm’s Con modifier). Rolling on the ground—and thus crushing the worms—provides a +2 circumstance bonus on the save. Dealing at least 20 points of fire damage destroys the worms, but deals the same amount of damage to the victim as well. Conjuration (teleportation) spells or spell-like effects can also extricate the target from the worm-smite.<br/><br/>Constructs, elementals, oozes and creatures of the incorporeal subtype are immune to this ability.<br/><br/><strong>Spells</strong><br/>A worm that walks can cast any spells it could cast as a living character.<br/><br/><strong>Spell-Like Abilities</strong><br/>3/day— <em>giant vermin, infestation of maggots</em>(SpC), <em>insect plague, summon swarm</em> (centipedes only). Caster level equal to HD.<br/><br/><strong>Special Qualities</strong><br/>A worm that walks retains any special abilities it had in life and gains those mentioned below.<br/><br/><strong>Blindsight (Ex)</strong><br/>Worms that walk have blindsight 100 ft.<br/><br/><strong>Spell Resistance (Ex)</strong><br/>A worm that walks has spell resistance equal to its Challenge Rating +9.<br/><br/><strong>Frightful Presence (Su)</strong><br/>A worm that walks inspires terror whenever it uses its worm-smite ability. All creatures witnessing the attack must make a Will save (DC 10 + ½ the worm’s HD + the worm’s Cha modifier) or become shaken, remaining so as long as they remain within 60 feet of the worm that walks. A creature that saves against the frightful presence becomes immune to the worm that walks' frightful presence for 24 hours.<br/><br/><strong>Discorporate (Ex)</strong><br/>As an immediate action, a worm that walks can discorporate, collapsing into a pile of slithering vermin. For each hit point the worm that walks possessed prior to discorporating, it generates 1 Fine worm (AC 20, 1 hp each). In the round in which it uses this ability, the worms fall to the ground, filling its space. Unless each worm is destroyed within 1 round, the writhing worms burrow into the earth or slither away. So long as any component vermin survives, the worm that walks can, within 24 hours, breed and create a new body to house its malicious essence.<br/><br/><strong>Immunities (Ex)</strong><br/>A worm that walks has no discernable anatomy, so it is not subject to critical hits or flanking.<br/><br/><strong>Saves</strong><br/>Same as the character.<br/><br/><strong>Abilities</strong><br/>Str +4, Dex +4, Con +10, Int +6, Wis +6, Cha +6.<br/><br/><strong>Skills</strong><br/>Same as the character, except that a worm that walks receives a +10 racial bonus on Escape Artist, Hide, Listen, Move Silently and Survival checks.<br/><br/><strong>Feats</strong><br/>Same as the character.<br/><br/><strong>Challenge Rating</strong><br/>Same as the character + 3.<br/><br/><strong>Alignment</strong><br/>Any evil.<br/><br/><strong>Advancement</strong><br/>By character class.</div></div>