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Conqueror Worm

Creature 21 (rare) — aberration, unholy

Pre-Remaster content. May include legacy alignment.

Source: night-of-the-gray-death-bestiary (Pre-Remaster)

Perception +37
Skills arcana +37, athletics +39, deception +41, diplomacy +39, intimidation +41, occultism +39, religion +35, society +41
Str
+10
Dex
+5
Con
+7
Int
+10
Wis
+6
Cha
+10
AC 46 Fort +35 Ref +32 Will +38
HP 460
Immunities acid, disease, mental
Resistances acid 20
Weaknesses holy 20, piercing 20
Speed 40 feet, burrow 30 feet

Offense

Melee Jaws +39, Damage 4d10+18 piercing plus 2d6 acid

Abilities

Greater Darkvision — Greater Darkvision
Tremorsense (Imprecise) 100 feet — Tremorsense
Telepathy 200 feet (aura, magical) — Telepathy
Constant Spells — Constant Spells
Air Walk — The conqueror worm is under the effects of 9th-rank Air Walk at all times.
Convincing Telepathy (mental, occult) — When a conqueror worm communicates telepathically, its overwhelming will bolsters its lies. Its Deception checks and Deception DCs aren't penalized for elaborate or unbelievable telepathic lies.
Mental Invader (mental, occult) — **Critical Success** The target is unaffected and can't be affected by the conqueror worm's Mental Invader ever again. **Success** The target is Stupefied 1 for 1 minute. **Failure** As success, and the conqueror worm can target the creature with telepathy and mental spells regardless of distance, so long as the worm and target are on the same plane. This bond is permanent and can be broken only by Miracle, Wish, or similar magic. The conqueror worm can maintain a maximum of 10 connections with Mental Invader. If another creature would be infected, the worm must choose to one of its existing connections end, or if the worm prefers to keep its current 10 connections, the new creature isn't infected instead. **Critical Failure** As failure, and for as long as the mental link lasts, the target uses an outcome one degree of success worse than the result of its saving throw against mental spells cast by the conqueror worm.
Telepathic Escape (incapacitation, mental, occult, possession) — When the conqueror worm dies, it telepathically projects its consciousness into a creature infected by its Mental Invader ability and who is on the same plane as the conqueror worm. The creature must succeed at a DC 48 Will save or it is overtaken by the conqueror worm. This has the same effect as the Possession spell with an unlimited duration, except the conqueror worm has wholly foregone its physical body. A host body possessed by a conqueror worm undergoes terrible changes. Every day, the host must succeed at a DC 48 Will or become permanently Stupefied 1 (or increase its stupefied value by 1) and increasingly pale, balding, and bloated. When the host reaches stupefied 4, an ectoplasmic cocoon forms around it. Over the next 24 hours, the host undergoes a swift metamorphosis and emerges as a new conqueror worm with all the memories of its previous incarnation. At this point, the host is dead and can't be restored except by Miracle, Wish, or similar magic. Before that point, however, this horrid transformation can be ended by any effect that expels the conqueror worm's possession, meaning would be slayers of a conqueror worm had best locate its consciousness and end the possession before it's too late and the worm rises again.
True Seeing — The conqueror worm is under the effects of 9th-rank Truesight at all times.
Breath Weapon (acid, occult) — The conqueror worm disgorges acid in a 120-foot line that deals 14d10 acid damage to all creatures in the area (DC 44 Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Fast Swallow
Muster Minions (teleportation) — The conqueror worm selects up to three willing creatures subject to its Mental Invader ability that are on the same plane and teleports them to squares adjacent to the worm of the worm's choosing.
Swallow Whole (attack) — Huge, 4d10+10 bludgeoning plus 2d6 acid{4d10+10 bludgeoning plus 2d6 acid}, Rupture 44 Swallow Whole
Improved Grab — Improved Grab

Spells

Fabricated Truth (rank 10)
Time Stop (rank 10)
Foresight (rank 9)
Overwhelming Presence (rank 9)
Telepathic Demand (rank 9)
Discern Location (rank 8)
Mind Blank (rank 8)
Unrelenting Observation (rank 8)
Possession (rank 7)
Project Image (rank 7)
Warp Mind (rank 7)
Dominate (rank 6)
Dominate (rank 6)
Feeblemind (rank 6)
Scrying (rank 6)
True Seeing (Constant) (rank 6)
Zealous Conviction (rank 6)
Mind Probe (rank 5)
Sending (rank 5)
Subconscious Suggestion (rank 5)
Synesthesia (rank 5)
Air Walk (Constant) (rank 4)
Confusion (rank 4)
Dimension Door (rank 4)
Modify Memory (rank 4)
Outcast's Curse (rank 4)
Dream Message (rank 3)
Enthrall (rank 3)
Hypercognition (rank 3)
Mind Reading (At Will) (rank 3)
Nondetection (rank 3)
Death Knell (rank 2)
Dispel Magic (rank 2)
Misdirection (rank 2)
Status (rank 2)
Telekinetic Maneuver (rank 2)
Daze (rank 1)
Detect Magic (rank 1)
Fear (rank 1)
Mage Hand (rank 1)
Magic Missile (rank 1)
Mindlink (rank 1)
Sanctuary (rank 1)
Shield (rank 1)
Telekinetic Projectile (rank 1)
True Strike (rank 1)
Ventriloquism (rank 1)

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