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The Wriggling Man

Creature 21 (unique) — aberration, swarm

Pre-Remaster content. May include legacy alignment.

This worm that walks was a cultist of the Great Old One Hastur in its prior life. It continues its conspiracies and strives to further its evil plots in its new life.

Source: kingmaker-bestiary (Pre-Remaster)

Perception +35
Skills acrobatics +39, arcana +41, deception +39, nature +37, society +41, stealth +39
Str
+5
Dex
+9
Con
+5
Int
+10
Wis
+6
Cha
+8
AC 47 Fort +34 Ref +39 Will +35
HP 325
Immunities disease, paralyzed, poison, precision, swarm-mind, unconscious
Resistances fire 10, physical 20
Weaknesses area-damage 20, splash-damage 20
Speed 30 feet

Offense

Melee Tendril +36, Damage 4d12+13 piercing

Abilities

Tremorsense 30 feet — Tremorsense
All-Around Vision — All Around Vision
+4 Status to All Saves vs. Mental
Fast Healing 20 — Fast Healing
Swarm Mind — Swarm Mind
Discorporate (splash) — When the worm that walks is reduced to 0 HP, it discorporates and the component worms that make up its body disperse in every direction. If even a single worm escapes, the worm that walks will eventually re-form using a process that typically takes 1d10 days. While the exact circumstances and surroundings determine how long the worm that walks's foes have to dispatch the fleeing worms before they escape, usually its foes have only a single round. Typically, this requires the application of an area effect or splash weapon within 1 round to the space where the worm that walks collapsed. After any amount of area or splash damage is dealt to that space, the character dealing the damage must attempt a DC 15 Flat check. Each subsequent area or splash damage effect performed on the area reduces the DC of this flat check by 2, to a minimum of DC 5. If any of these flat checks succeed, none of the worms escape, and the worm that walks is destroyed permanently. At the GM's discretion, clever means of trapping or otherwise detaining the vermin may extend the time allowed to finish off the worm that walks.
Contingency
Effortless Concentration
Quickened Casting — Frequency once per day Effect When the Wriggling Man casts a spell of 8th level or lower, reduce the number of actions to cast it by 1 (minimum 1 action).
Squirming Embrace — The worm that walks Strides, ending its movement sharing a space with a creature, and deals 8d8 piercing damage to the creature. The creature can attempt a DC 44 Reflex save.
Swarm Shape (attack, concentrate) — The worm that walks collapses into a shapeless swarm of worms. It drops all held, worn, and carried items. While discorporated, the worm that walks can't use attack actions and can't cast spells, but it can move through areas small enough for its individual worms to fit without having to Squeeze. It can use the same action to coalesce back into its normal form.

Spells

Time Stop (rank 10)
Disjunction (rank 9)
Mind Blank (rank 8)
Contingency (rank 7)
Project Image (rank 7)
Reverse Gravity (rank 7)
Baleful Polymorph (rank 6)
Baleful Polymorph (rank 6)
Dragon Form (rank 6)
Feeblemind (rank 6)
True Seeing (rank 6)
Black Tentacles (rank 5)
Illusory Scene (rank 5)
Mind Probe (rank 5)
Dimension Door (rank 4)
Fly (rank 4)
Gaseous Form (rank 4)
Shape Stone (rank 4)
Suggestion (rank 4)
Veil (rank 4)
Blindness (rank 3)
Earthbind (rank 3)
Feet to Fins (rank 3)
Fireball (rank 3)
Slow (rank 3)
Enlarge (rank 2)
Glitterdust (rank 2)
Humanoid Form (rank 2)
Humanoid Form (rank 2)
Invisibility (rank 2)
Mirror Image (rank 2)
Acid Splash (rank 1)
Charm (rank 1)
Command (rank 1)
Daze (rank 1)
Electric Arc (rank 1)
Fleet Step (rank 1)
Jump (rank 1)
Jump (rank 1)
Magic Missile (rank 1)
Ray of Enfeeblement (rank 1)
Ray of Frost (rank 1)
Shield (rank 1)
Sigil (rank 1)
Ventriloquism (rank 1)

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