Narseigus Wormcaller
Creature 11 (unique) — dwarf, humanoid
Pre-Remaster content. May include legacy alignment.
WeaverCrasherLANDSUBTERRANEANVERTICALdwarfhumanoid
Source: sky-kings-tomb-bestiary (Pre-Remaster)
Perception +20; darkvision, tremorsense (imprecise) 10 feet
Languages aklo, chthonian, common, dwarven, orcish, sakvroth
Skills acrobatics +18, athletics +19, Cave Worm Lore +24, deception +24, diplomacy +24, intimidation +24, nature +22, occultism +22, survival +20
Str
+2
Dex
+1
Con
+4
Int
+3
Wis
+3
Cha
+6
Items Staff, Wand of Widening (5th-Rank Spell), Religious Symbol
AC 31
Fort +21
Ref +18
Will +24
+2 status to all saves vs. magic
HP 140
Speed 20 feet, burrow 20 feet, climb 20 feet
Offense
Melee Staff (magical, two-hand-d8) +20, Damage 2d4+8 bludgeoning
Melee Tail (reach-10) +25, Damage 1d10+13 bludgeoning
Abilities
Tremorsense (Imprecise) 10 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.
+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 — When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.
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.
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
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
Occult Spontaneous Spells DC 30, attack +24
6th Dominate, Feeblemind
4th Enervation, Translocate
3rd Haste, Locate, Slow, Vampiric Touch
2nd Blur, Darkness, Dispel Magic, Invisibility, Translate, Vomit Swarm
1st Alarm, Command, Grim Tendrils, Magic Missile, Soothe, True Strike
Cantrips (6th) Chill Touch, Daze, Read Aura, Shield, Telekinetic Hand
Occult Innate Spells DC 30, attack +22
2nd Blood Vendetta, Paranoia
Cantrips (2nd) Sigil
Occult Focus Spells DC 30, attack +22; 3 Focus Points
5th Unusual Anatomy
3rd Aberrant Whispers
1st Tentacular Limbs
WORKS WELL WITH
AnvilLAND / SUBTERRANEAN / VERTICALAnvil pins enemies in place, ensuring the Weaver's spells land against stationary or hindered targets.
FlankerLAND / SUBTERRANEAN / VERTICALFlanker exploits positional disruption caused by the Weaver's area control and Worm's Feast.
SniperLAND / SUBTERRANEAN / VERTICALSniper delivers damage from range while the Weaver controls enemy movement with occult spells.
PUNISHES
✖ control effects✖ spell disruption✖ clumping
Works well with · Punishes · Pairing advice
Unlock with Tactics
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