Volluk Azrinae
Creature 7 (unique) — aberration, swarm
Pre-Remaster content. May include legacy alignment.
Source: abomination-vaults-bestiary (Pre-Remaster)
Perception +15
Skills acrobatics +17, crafting +15, deception +15, intimidation +17, occultism +17, religion +15, stealth +15
Str
+4
Dex
+6
Con
+2
Int
+6
Wis
+4
Cha
+2
AC 25
Fort +13
Ref +17
Will +15
HP 85
Immunities disease, paralyzed, poison, precision, swarm-mind, unconscious
Resistances physical 7
Weaknesses area-damage 7, splash-damage 7
Speed 10 feet, swim 25 feet
Offense
Melee Tendril +18, Damage 2d8+8 piercing
Abilities
Tremorsense (Imprecise) 30 feet — Tremorsense
All-Around Vision — All Around Vision
Fast Healing 7 — Fast Healing
Swarm Mind — Swarm Mind
Discorporate — Slow-moving leeches give the heroes 2 rounds, rather than 1 round, to dispatch the fleeing vermin before they escape.
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.
Hateful Memories (emotion, mental, occult, visual) — If Volluk can see an accurate depiction of his former appearance as a living drow at the start of his turn, he must attempt a DC 28 Will save or become filled with self-loathing and become Slowed 1 for 1 round.
Squirming Embrace — Volluk Strides, ending his movement sharing a space with a creature, and deals 3d8 piercing damage to the creature. The creature can attempt a DC 23 Reflex save.
Swarm Shape (concentrate) — Volluk collapses into a shapeless swarm of leeches. He drops all held, worn, and carried items. While discorporated, he can't use attack actions and can't cast spells, but he can move through areas small enough for his individual leeches to fit without having to Squeeze. He can use the same action to coalesce back into his normal form.
Spells
Dimension Door (rank 4)
Suggestion (rank 4)
Bind Undead (rank 3)
Mind Reading (rank 3)
Paralyze (rank 3)
Animate Object (rank 2)
Comprehend Language (rank 2)
Create Undead (rank 2)
Darkness (At Will) (rank 2)
Faerie Fire (At Will) (rank 2)
Mirror Image (rank 2)
Vomit Swarm (rank 2)
Worm's Repast (rank 2)
Alarm (rank 1)
Dancing Lights (rank 1)
Daze (rank 1)
Grim Tendrils (rank 1)
Illusory Disguise (rank 1)
Light (rank 1)
Mage Hand (rank 1)
Mindlink (rank 1)
Phantom Pain (rank 1)
Read Aura (rank 1)
Shield (rank 1)
Unseen Servant (rank 1)
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