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Vermlek

Creature 3 — demon, fiend, unholy

ShadeLANDSUBTERRANEANdemonfiendunholyfear

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; darkvision
Languages chthonian, draconic, empyrean; telepathy 100 feet
Skills acrobatics +8, athletics +10, deception +7 (+10 to Impersonate while Inhabiting a Body), stealth +8
Str
+3
Dex
+1
Con
+4
Int
+0
Wis
+1
Cha
+2
Items Longsword
AC 16 ((19 while Inhabiting a Body)) 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 (unarmed, unholy) +12, Damage 2d8+3 bludgeoning
Melee Fist (agile, unarmed, unholy) +12, Damage 2d6+3 bludgeoning
Melee Longsword (unholy, versatile-p) +12, Damage 1d8+4 slashing

Abilities

Telepathy 100 feet (aura, magical, mental) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
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.
Divine Innate Spells DC 19
1st Fear, Harm

WORKS WELL WITH

AnvilLANDA durable frontline keeps foes engaged while the vermlek slips between bodies unseen.
CrasherLANDA burst striker can capitalize on targets already Frightened by the body-swap disruption.
WeaverLANDA caster adding further Will-save pressure compounds the fear already inflicted by the possession display.

PUNISHES

✖ low Will✖ clumping✖ static positioning
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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