Worm That Walks Cultist
Creature 14 (uncommon) — aberration, swarm
Pre-Remaster content. May include legacy alignment.
WeaverFlankerLANDaberrationswarm
This worm that walks was a cultist of the Great Old One Hastur in its prior life. It continues its conspiracies and strives to further its evil plots in its new life.
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +25; darkvision, tremorsense (imprecise) 30 feet
Languages aklo, common
Skills acrobatics +24, deception +28, intimidation +26, occultism +27, society +23, stealth +28
Str
+5
Dex
+8
Con
+5
Int
+5
Wis
+4
Cha
+8
AC 36 (all-around vision)
Fort +23
Ref +28
Will +26
HP 200 ((fast healing 10))
Immunities disease, paralyzed, poison, precision, swarm-mind, unconscious
Resistances physical 10
Weaknesses area-damage 10, splash-damage 10
Speed 30 feet
Offense
Melee Tendril (reach-10) +29, Damage 4d8+14 piercing
Abilities
Tremorsense 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 10 — 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 (splash) — 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.
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.
Squirming Embrace — The worm that walks Strides, ending its movement sharing a space with a creature, and deals 5d8 piercing damage to the creature. The creature can attempt a DC 32 Reflex save.
Swarm Shape (attack, concentrate) — The worm that walks collapses into a shapeless swarm of worms. It drops all held, worn, and carried items. While discorporated, the worm that walks can't use attack actions and can't cast spells, but it can move through areas small enough for its individual worms to fit without having to Squeeze. It can use the same action to coalesce back into its normal form.
Occult Spontaneous Spells DC 34, attack +26
7th Visions of Danger, Warp Mind
6th Dispel Magic, Dominate, Paranoia, Summon Entity
5th Black Tentacles, Mind Probe, Phantom Pain, Subconscious Suggestion
4th Dimension Door, Modify Memory, Phantasmal Killer, Suggestion, Veil
3rd Dream Message, Haste, Hypercognition, Slow
2nd Comprehend Language, Illusory Creature, Mirror Image, Undetectable Alignment
1st Charm, Illusory Disguise, Mindlink, Ray of Enfeeblement
Cantrips (7th) Daze, Detect Magic, Light, Mage Hand, Shield
WORKS WELL WITH
CrasherLANDArea damage catches foes the Worm has infiltrated via Squirming Embrace, turning position-control into burst damage.
ShadeLANDDebuffs reduce Reflex saves against Squirming Embrace and soften enemies for the Worm's occult spells.
SniperLANDDelivers pressure from range while the Weaver disrupts enemy lines, exploiting forced repositioning for clean targeting.
PUNISHES
✖ precision reliance✖ single-target focus✖ attack-of-opportunity denial
Vulnerable to area and splash damage; avoid clustering with other area-vulnerable allies in tight quarters.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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