The Wriggling Man
Creature 21 (unique) — aberration, swarm
Pre-Remaster content. May include legacy alignment.
AnvilWeaverLANDaberrationswarm
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; darkvision, tremorsense (imprecise) 30 feet
Languages aklo, chthonian, common, draconic, fey, petran, sakvroth
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
Items Staff of Transmutation (Major), Leather Armor, Bag of Holding (Type IV)
AC 47 (all-around vision)
Fort +34
Ref +39
Will +35
+4 status vs. mental
HP 325 (fast healing 20)
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 (reach-10) +36, Damage 4d12+13 piercing
Abilities
Tremorsense 30 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.
All-Around Vision — This monster can see in all directions simultaneously and therefore can't be flanked.
+4 Status to All Saves vs. Mental —
Fast Healing 20 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
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.
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.
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).
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.
Arcane Prepared Spells DC 44, attack +36
10th Time Stop
9th Disjunction
8th Mind Blank
7th Contingency, Project Image, Reverse Gravity
6th Baleful Polymorph, Feeblemind, True Seeing
5th Black Tentacles, Illusory Scene, Mind Probe
4th Dimension Door, Fly, Suggestion, Veil
3rd Blindness, Earthbind, Fireball, Slow
2nd Glitterdust, Invisibility, Mirror Image
1st Charm, Command, Magic Missile, Ray of Enfeeblement, Ventriloquism
Cantrips (10th) Acid Splash, Daze, Electric Arc, Ray of Frost, Shield
Arcane Spontaneous Spells DC 44, attack +36
6th Baleful Polymorph, Dragon Form
4th Gaseous Form, Shape Stone
3rd Feet to Fins
2nd Enlarge, Humanoid Form, Humanoid Form
1st Fleet Step, Jump, Jump
Cantrips (6th) Sigil
WORKS WELL WITH
SnareLANDA controller that locks enemies down lets this reach-heavy bruiser keep multiple foes pinned within its tendril range instead of chasing scattered targets.
SniperLANDA dedicated ranged damage dealer can finish off dispersing worm components before they regroup, since this creature only truly dies once every fragment is caught.
FlankerLANDA mobile skirmisher can hunt down worms that scatter after a near-kill while the bruiser continues holding the main line.
PUNISHES
✖ burst damage reliance✖ single-target focus✖ melee crowding
Avoid stacking with another high-HP frontline holder; the encounter's durability budget is already dominated by this creature's own healing and resistances.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run The Wriggling Man in the encounter builder — free, no install.
Open in PathfinderGM →