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Worm Prophet

Creature 12 (uncommon) — aberration, swarm, unholy

Even though they believe they'll dwell with their deity in the afterlife, when nearing death, some priests desperately call out to any gods willing to listen. The worms that consume such an ex-priest's flesh absorb these prayers, transforming into a worm prophet, a pious swarm strider that might worship hundreds of gods without calling any one its patron, perhaps collecting dozens of religious symbols or haphazardly tearing pages out of various religious texts and binding them into a contradicto

Source: pathfinder-monster-core-2

Perception +23
Skills acrobatics +20, diplomacy +22, intimidation +24, performance +22, religion +25, stealth +22
Str
+5
Dex
+2
Con
+4
Int
+3
Wis
+7
Cha
+6
AC 32 Fort +20 Ref +20 Will +25
HP 160
Immunities precision, swarm-mind, unconscious
Resistances physical 10, poison 10, spirit 10
Weaknesses area-damage 10, splash-damage 10
Speed 25 feet, burrow 15 feet

Offense

Melee Warhammer +24, Damage 2d8+11 bludgeoning
Melee Fist +24, Damage 1d4+1 bludgeoning

Abilities

All-Around Vision — All Around Vision
Swarm Mind — Swarm Mind
Discorporate — When the swarm strider is reduced to 0 HP, their constituent creatures collapse, scattering on the ground under their space and each adjacent square. If even one of the creatures gets away, the swarm strider can eventually re-form over 1d10 days (potentially longer in areas where there are few invertebrates). The scattered invertebrates must be destroyed within 1 round to destroy the swarm strider permanently. The invertebrates have a collective pool of 40 HP, and the same AC, saves, immunities, resistances, and weaknesses as the swarm strider. The invertebrates can't take actions but they escape automatically once the round elapses. At the GM's discretion, clever means of trapping or eliminating the creatures might be sufficient to destroy the swarm strider.
A Thousand Mouths In Prayer (divine, healing) — The worm prophet's constituent creatures whisper countless paeans to their gods. The worm prophet attempts to counteract (counteract modifier +24, counteract rank 6) an effect on a creature within 30 feet that's imposing one of the following conditions: Blinded, Clumsy, Dazzled, Deafened, Enfeebled, Frightened, persistent damage, Sickened, Slowed, or Stupefied. Once the worm prophet successfully counteracts an effect in this way, it can't do so again for 1d4 rounds.
Clinging Remnants — A swarm strider's melee Strikes and ranged Strikes made against targets within their weapon's first range increment deposit biting vermin on the target, dealing 3d4 persistent piercing damage.
Draw Bugs (healing) — The swarm strider draws more arthropods from the environment around them to reconstitute some of their damaged body. They regain 15 HP. At the GM's discretion, the swarm strider doesn't recover HP in areas where there aren't enough arthropods to call to themselves.
Squirming Embrace — The swarm strider Strides. If they end their movement sharing a space with a creature, they deal 4d6 piercing damage to the creature, with a DC 32 Reflex. The swarm strider can Burrow, Climb, Fly, or Swim instead of Striding if they have the corresponding movement type.
Swarm Shape (concentrate) — The swarm strider collapses into a shapeless swarm of their constituent creatures. They drops all items in their possession. In this form, the swarm strider can't use attack actions and can't cast spells, but they can move through areas small enough for their constituent creatures to fit without having to Squeeze. They can use the same action to coalesce from their swarm shape back into their normal form.

Spells

Blessed Boundary (rank 6)
Vampiric Exsanguination (rank 6)
Spiritual Guardian (rank 5)
Divine Wrath (rank 4)
Fly (rank 4)
Talking Corpse (rank 4)
Crisis of Faith (rank 3)
Dispel Magic (rank 2)
Daze (rank 1)
Detect Magic (rank 1)
Divine Lance (rank 1)
Heal (rank 1)
Message (rank 1)
Shield (rank 1)

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