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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)

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