Necral Worm Swarm
Creature 5 — animal, swarm, undead
Pre-Remaster content. May include legacy alignment.
CrasherSnareLANDSUBTERRANEANundeadswarmvoid
A single finger-length bore worm is unpleasant but mostly innocuous. Ten thousand bore worms, on the other hand, pose a formidable threat to even seasoned adventurers. The countless worms form a roiling, rancid mass of acid and pain, capable of delivering a hideous death to any person or beast unable to escape them. Unfortunately for any creature other than a bore worm, most encounters involve swarms. These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether a
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +12; tremorsense (imprecise) 60 feet
Skills acrobatics +10, stealth +12
Str
-1
Dex
+3
Con
+4
Int
-5
Wis
+1
Cha
-4
AC 20
Fort +15
Ref +12
Will +8
HP 60 (void healing)
Immunities acid, bleed, precision, swarm-mind
Resistances bludgeoning 4, piercing 8, slashing 8
Weaknesses area-damage 4, vitality 8, splash-damage 4
Speed 15 feet, burrow 30 feet
Abilities
Tremorsense (Imprecise) 60 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.
Swarm Mind — This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.
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.
Swarming Bites — Each enemy in the swarm's space takes 3d6 void damage (DC 22 Reflex save).
Creatures that fail this save become Sickened 1 from the swarm's painful bites.
Creatures that fail this save become Sickened 1 from the swarm's painful bites.
WORKS WELL WITH
AnvilLAND / SUBTERRANEANA durable frontline body can occupy the swarm's space and absorb its ongoing damage so squishier allies stay clear.
SniperLAND / SUBTERRANEANA ranged damage dealer can chip at the swarm from outside its damaging space while melee allies stay out of reach.
WeaverLAND / SUBTERRANEANA caster laying persistent area damage from range complements a swarm that already punishes anyone who closes in.
PUNISHES
✖ melee reliance✖ clumping✖ precision reliance
Stacking with another area-denial hazard leaves little safe ground for a melee-focused party, tipping the encounter from challenging to punishing.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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