Shade
Monster Junkie
I'm fine with all that (except speaking Formian).
And don't forget this!
We can probably borrow/adapt this...
Glue Strand (Ex): A giant velvet worm can shoot a strand of quick-drying glue up to 100 feet. Any creature struck by a glue strand is entangled for 2d4 rounds and must make a DC 18 Reflex save or be stuck to the ground, unable to move. Even on a successful save, it can move at only half speed. A winged flying creature is not stuck to the ground, but it must make a DC 18 Reflex save or fall to the ground and be stuck there by the glue.
A creature stuck to the ground by the giant velvet worm's glue can break free with a successful DC 18 Strength check, or by dealing 10 points of damage to the strand with a slashing weapon. A creature trying to scrape glue off itself, or a creature assisting another creature to do so, need not make an attack roll; hitting the glue is automatic. For each hit, the attacking creature makes a damage roll. Once free, however, the creature is still entangled until the glue wears off.
The giant velvet worm often continues to throw glue strands onto creatures that are already stuck in order to prevent escape. Each additional strand that hits a target increases the DC of the Strength check to break free by 2 and adds 10 hit points to the gluey mass and 2 rounds to the duration of the victim's entanglement.
And don't forget this!
In this form, it has the ability to shoot a strand of cocoon silk to a range of 60 feet. This silk is exceptionally strong and sticky, adhering to whatever it hits. Using this, the larva can entangle and immobilize creatures. A strand can be severed with 20 points of damage from an edged weapon, a successful bend bars/lift gates roll, or by monsters of 10 hit dice or more.
We can probably borrow/adapt this...
Glue Strand (Ex): A giant velvet worm can shoot a strand of quick-drying glue up to 100 feet. Any creature struck by a glue strand is entangled for 2d4 rounds and must make a DC 18 Reflex save or be stuck to the ground, unable to move. Even on a successful save, it can move at only half speed. A winged flying creature is not stuck to the ground, but it must make a DC 18 Reflex save or fall to the ground and be stuck there by the glue.
A creature stuck to the ground by the giant velvet worm's glue can break free with a successful DC 18 Strength check, or by dealing 10 points of damage to the strand with a slashing weapon. A creature trying to scrape glue off itself, or a creature assisting another creature to do so, need not make an attack roll; hitting the glue is automatic. For each hit, the attacking creature makes a damage roll. Once free, however, the creature is still entangled until the glue wears off.
The giant velvet worm often continues to throw glue strands onto creatures that are already stuck in order to prevent escape. Each additional strand that hits a target increases the DC of the Strength check to break free by 2 and adds 10 hit points to the gluey mass and 2 rounds to the duration of the victim's entanglement.