Narseigus Wormcaller
Creature 11 (unique) — dwarf, humanoid
Pre-Remaster content. May include legacy alignment.
Source: sky-kings-tomb-bestiary (Pre-Remaster)
Perception +20
Skills acrobatics +18, athletics +19, deception +24, diplomacy +24, intimidation +24, nature +22, occultism +22, survival +20
Str
+2
Dex
+1
Con
+4
Int
+3
Wis
+3
Cha
+6
AC 31
Fort +21
Ref +18
Will +24
HP 140
Speed 20 feet, burrow 20 feet, climb 20 feet
Offense
Melee Staff +20, Damage 2d4+8 bludgeoning
Melee Tail +25, Damage 1d10+13 bludgeoning
Abilities
Tremorsense (Imprecise) 10 Feet — Tremorsense
+2 Status to All Saves vs. Magic —
Inexorable — When Narseigus gains the Paralyzed, Slowed, or Stunned condition, roll a DC 15 Flat. On a success, he ignores the condition.
Light Blindness — Light Blindness
Shake It Off (fortune, primal) — Frequency once per day
Trigger Narseigus fails or critically fails a saving throw against a condition or adverse effect (such as Cursed Metamorphosis)
Effect Narseigus rerolls the triggering saving throw and uses the better result.
Quickened Casting (concentrate, spellshape) — If Narseigus' next action is to cast an occult spontaneous cantrip or an occult spontaneous spell of 4th level or lower, he reduces the number of actions to cast it by 1 (minimum 1 action).
Steady Spellcasting — If a reaction would disrupt Narseigus' spellcasting action, he attempts a DC 15 Flat. On a success, the action isn't disrupted.
Worm Form (morph, occult) — Narseigus partially transforms his lower body into that of a cave worm. He can use only his tail unarmed Strike and his burrow and climb Speeds while in this form. This transformation lasts for 1 minute.
Worm's Feast (primal) — Frequency once per day
Effect Narseigus calls forth a brood of infantile cave worms to feast on his enemy's flesh. One creature within 30 feet must attempt a DC 27 Fortitude save.
**Critical Success** The worms writhe away harmlessly.
**Success** The target takes 2d6 piercing plus 4d6 persistent piercing{2d6 piercing damage and 4d6 persistent piercing} damage.
**Failure** The target takes 6d6 piercing plus 4d6 persistent piercing{6d6 piercing damage and 4d6 persistent piercing} damage.
**Critical Failure** As failure, plus the target is Off-Guard as long as it takes persistent piercing damage.
Note: A DC for this ability was not provided by Paizo. The DC present here is a moderate DC for the creature's level based on the Gamemastery Guide creature building rules
Spells
Dominate (rank 6)
Feeblemind (rank 6)
Unusual Anatomy (rank 5)
Enervation (rank 4)
Translocate (rank 4)
Aberrant Whispers (rank 3)
Haste (rank 3)
Locate (rank 3)
Slow (rank 3)
Vampiric Touch (rank 3)
Blood Vendetta (rank 2)
Blur (rank 2)
Darkness (rank 2)
Dispel Magic (rank 2)
Invisibility (rank 2)
Paranoia (rank 2)
Translate (rank 2)
Vomit Swarm (rank 2)
Alarm (rank 1)
Chill Touch (rank 1)
Command (rank 1)
Daze (rank 1)
Grim Tendrils (rank 1)
Magic Missile (rank 1)
Read Aura (rank 1)
Shield (rank 1)
Sigil (rank 1)
Soothe (rank 1)
Telekinetic Hand (rank 1)
Tentacular Limbs (rank 1)
True Strike (rank 1)
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