Vermlek
Creature 3 — demon, fiend, unholy
Vermleks, also called worm demons, manifest from the souls of mortals who desecrated the dead, such as grave robbers or necromancers. These fiends take their violations to a new extreme, using their demonic powers to horrifically core their living victims and don the flesh husk that remains. In their natural form, a vermlek resembles an oversized pinkish worm with four long tails that end in writhing fibrils. Their mouth splits into four segments like a profane tulip lined with rows of dozens o
Source: pathfinder-monster-core-2
Perception +8
Skills acrobatics +8, athletics +10, deception +7, stealth +8
Str
+3
Dex
+1
Con
+4
Int
+0
Wis
+1
Cha
+2
AC 16
Fort +11
Ref +8
Will +6
HP 55
Weaknesses cold-iron 5, holy 5, sonic 5
Speed 25 feet, burrow 15 feet
Offense
Melee Bite +12, Damage 2d8+3 bludgeoning
Melee Fist +12, Damage 2d6+3 bludgeoning
Melee Longsword +12, Damage 1d8+4 slashing
Abilities
Telepathy 100 feet (aura, magical, mental) — Telepathy
Recoil from Wasted Opportunities — Vermleks can't stand the sight of a good meal presented and then swiftly taken away. Whenever a Dying creature within sight of the vermlek has its dying condition removed, the vermlek takes 1d6 mental damage.
Abandon Body (manipulate) —
Inhabit Body (manipulate) —
Unsettling Movement (emotion, fear, mental, visual) — Whenever the vermlek Abandons a Body or Inhabits a Body, all creatures within 30-foot emanation{30 feet} who can see the vermlek must succeed at a DC 19 Will save or become Frightened 1. On a critical failure, the creature is frightened 1 and Sickened 1. Regardless of the result, creatures are immune to the same vermlek's unsettling movement for 24 hours.
Spells
Fear (rank 1)
Harm (rank 1)
Run Vermlek in the encounter builder — free, no install.
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