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Gray Worm

Creature 11 (rare) — beast

Pre-Remaster content. May include legacy alignment.

CrasherSnareLANDSUBTERRANEANbeast

One subspecies that some call unnatural is the gray worm. It is theorized that these cave worms hatched near the corpses of thousands of graves, perhaps deep in the layers of the Darklands that once held large populations at the moment of Starfall. The void energy associated with the collective extinction of so much life has warped these worms so that they embody the misery and death caused by the cataclysm. They are unique among cave worms in that they prefer not to swallow prey alive, but to e

Source: sky-kings-tomb-bestiary (Pre-Remaster)

Perception +19; darkvision, tremorsense (imprecise) 100 feet; blood scent
Skills athletics +24, survival +19
Str
+7
Dex
-1
Con
+7
Int
-3
Wis
+2
Cha
-1
AC 28 Fort +24 Ref +16 Will +19
HP 248 (void healing)
Weaknesses vitality 10
Speed 20 feet, burrow 40 feet

Offense

Melee Jaws (deadly-d10, reach-15, unarmed) +24, Damage 2d10+10 piercing plus 2d6 bleed
Melee Stinger (deadly-d10, reach-15) +24, Damage 2d8+10 piercing plus Paralysis
Melee Body (reach-15) +22, Damage 2d8+9 bludgeoning

Abilities

Tremorsense (Imprecise) 100 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Blood Scent — The gray worm can smell blood in the air from up to 1 mile away, or in the earth from up to 1,000 feet away.
Inexorable — The gray worm recovers from the Paralyzed, Slowed, and Stunned conditions at the end of its turn. It's also immune to penalties to its Speeds and the Immobilized condition, and it ignores difficult terrain and greater difficult terrain.
Shake It OffFrequency once per day

Trigger The gray worm would be affected by a condition or adverse effect (such as Cursed Metamorphosis)
Effect The gray worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Paralysis (incapacitation, occult) — Any living creature hit by a gray worm's stinger Strike must succeed at a DC 27 Fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Thrash — The worm makes a Strike once against each creature in its reach. It can Strike up to once with its jaws and any number of times with its body. Each attack counts toward the worm's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks.

WORKS WELL WITH

AnvilLAND / SUBTERRANEANA separate durable frontline body can hold ground while this worm's reach and Thrash ability threaten everyone nearby, spreading the party's defensive attention.
SniperLAND / SUBTERRANEANA ranged attacker stays outside the worm's reach and keeps damage flowing while melee characters manage its Paralysis threat.
FlankerLAND / SUBTERRANEANA skirmisher can finish off a Paralyzed target quickly before the cumulative save DC gives it a chance to recover.

PUNISHES

✖ clumping✖ low Fortitude targets✖ melee reliance
Do not pair with another creature that inflicts Paralysis; stacking the same save-based lockdown risks a single failed save chaining into a full party wipe.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #194: Cult of the Cave Worm.

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