https://en.wikipedia.org/wiki/Charlie_and_the_Great_Glass_ElevatorVermicious Knids Medium Aberration (Shapechanger)
Hit Dice: 6d8+24 (51 hp)
Initiative: +3
Speed: Fly 100 ft. (20 squares)
Armor Class: 18 (+3 Dex, +5 Natural), touch 13, flat-footed 15
Base Attack/Grapple: +4/+8
Attack: Bite +8 melee (1d8+6)
Full Attack: Bite +8 melee (1d8+6)
Space/Reach: 5 ft./15 ft.
Special Attacks: Ram, Improved Grab, Swallow Whole, Sunder, Strange Reach
Special Qualities: Darkvision 60 ft., Flight, Space Travel, Limited Shapeshifting, Immune to critical hits and flanking
Saves: Fort +6, Ref +5, Will +7
Abilities: Str 18, Dex 16, Con 18, Int 18, Wis 14, Cha 8
Skills: Intimidate +7, Knowledge (Physical Sciences, Planetology, see Spelljammer.org and D20 Modern) +13, Listen +10, Search +10, Spot +10, Survival +8
Feats: Cleave, Great Cleave, Power ATtack
Environment: Any
Organization: Solitary, Group (5-10), Swarm (thousands)
Challenge Rating: 6
Treasure: Standard
Alignment: Neutral Evil
Advancement: 7-9 HD (Large) 10-18 HD (Huge)
Level Adjustment: ---
“You’d have been fossilized with fear and glued to the ground! Then they’d have got you! You’d have been a cooked cucumber! You’d have been rasped into a thousand tiny bits, grated like cheese and flocculated alive! They’d have made necklaces from your knucklebones and bracelets from your teeth!” The Vermicious Knids look like an egg stood up on it's pointed end, and covered in wet, wrinkled, greenish brown skin. In their thickest, center point they have two red-pupiled eyes the size of teacups. Their mass pulses slightly. They vary somewhat, and some are larger than the average. They can bend and shape their bodies into letters, such as when they take Wonka and company to 'scram' by forming the letters. They can generally shift into just about any shape or form, but they keep the wet skin and red eyes. Wonka claims they can stretch themselves into any letters they wish, but that scram is the only word they know. They have continually tried to invade Earth, but always burn up on entry. Despite having no mouth, they are said to have other means of biting people, being able to take a mans head off at 5 yards.
Ram (Ex): If the Knid successfully makes a Charge attack it does 2d6 plus Str modifier plus 1d6 damage per 10 feet it traveled.
Improved Grab (Ex): To use this ability, Knid must hit a creature of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it it establishes a hold and can attempt to swallow the opponent in the following round.
Swallow Whole (Ex): A Knid can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check.
A Knid that swallows an opponent can use its Cleave feat to bite and grab another opponent.
A swallowed creature takes 2d4+4 points of bludgeoning damage and 4 points of acid damage per round from the Knid’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Knid's gizzard can hold 1 Medium, 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents.
Sunder (Ex): If the Knid successfully makes an attack with it's ram or bite, it can immediately make a Sunder attempt as a Free Action without provoking an attack of opportunity (it may only do this when attacking an object or constructs or similar structures.
Strange Reach (Su): The Knids have a range of 15 feet, despite not having limbs this long. Or at all for that matter.
Flight (Ex): A Knid's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent featherfall effect with personal range.
Space Travel (Ex): Knids are personally capable of existing in space and do not need to breathe, and are immune to Cold and Radiation damage. They do not take penalties for being in zero G environments, or vacuum. They are capable of space flight, and even at moving at vast speeds, but tend to burn up on re-entry to planets with an atmosphere.
Limited Shapeshifting (Ex): Knids cannot change their color or texture, but can change or stretch their basic form. For example they could vaguely resemble a human or giraffe, but still have no features beyond it's wet, greenish-brown skin and red eyes. Using this as a Swift Action, they can squeeze through a space half their size without movement penalty.
Combat: Knids are okay tacticians, but rely overly much on their own brute prowess. They don't use weapons, just their own personal brawn. They will use teamwork to thwart opponents, but often their idea of teamwork is self limiting. If a tactic fails, they tend to pursue it with more vigor, figuring they just need to 'try harder'. Their speed is up to the DM, but is vastly improved upon what they can do in the atmosphere.