Volluk Azrinae
Creature 7 (unique) — aberration, swarm
Pre-Remaster content. May include legacy alignment.
WeaverFlankerLANDAQUATICaberrationswarm
Source: abomination-vaults-bestiary (Pre-Remaster)
Perception +15; darkvision, tremorsense (imprecise) 30 feet
Languages aklo, common, elven, sakvroth
Skills acrobatics +17, crafting +15 (+17 when painting), deception +15, intimidation +17, occultism +17, religion +15, stealth +15
Str
+4
Dex
+6
Con
+2
Int
+6
Wis
+4
Cha
+2
AC 25 (all-around vision)
Fort +13
Ref +17
Will +15
HP 85 (fast healing 7)
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 (reach-10) +18, Damage 2d8+8 piercing
Abilities
Tremorsense (Imprecise) 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.
Fast Healing 7 — 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 — 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.
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.
Occult Spontaneous Spells DC 25, attack +17
4th Dimension Door, Suggestion
3rd Bind Undead, Mind Reading, Paralyze
2nd Comprehend Language, Mirror Image, Vomit Swarm, Worm's Repast
1st Alarm, Grim Tendrils, Illusory Disguise, Mindlink, Phantom Pain, Unseen Servant
Cantrips (4th) Daze, Light, Mage Hand, Read Aura, Shield
Divine Innate Spells DC 25, attack +17
2nd Darkness (At Will), Faerie Fire (At Will)
Cantrips (2nd) Dancing Lights
WORKS WELL WITH
CrasherLAND / AQUATICA Crasher delivers damage while Volluk disrupts enemy formation with Squirming Embrace and swarm mobility.
ShadeLAND / AQUATICA Shade exploits the chaos Volluk creates behind enemy lines with occult and divine spell support.
PUNISHES
✖ clumping✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
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