Library / Bestiary

Protean, Voidworm

CR 2.00 Outsider CN Tiny
This tiny, iridescent serpent slithers through empty space, the air around it distorting as if from heat.

Debate rages as to whether or not the strange and capricious creatures called voidworms are actually proteans at all. To the wizards and sorcerers who summon them as familiars, the answer seems obvious—these tiny dwellers of Limbo have all the requisite racial traits of proteans, down to their serpentine shapes. Yet the established protean castes find such claims outright insulting, claiming instead that it is such acts of conjuration that call voidworms forth from the raw stuff of Limbo, giving them shape and life according to the spellcasters' expectations, and that these lesser beings are but pale reflections of their formidable kin. Voidworms themselves have little to say on the matter—creatures of the moment, and sparing little thought for the constantly mutable concept of “reality,” voidworms only barely grasp cause and effect, and the past has no more substance or significance for them than a dream. In order to gain a voidworm as a familiar, a spellcaster must be chaotic neutral, be caster level 7th, and have the Improved Familiar feat.

Regardless of their actual origins, voidworms maintain a thriving ecology in the chaos of Limbo, forming together into darting, flashing schools that are often hunted for sport by naunets and other predators of chaos. Mortal wizards, however, most commonly encounter voidworms as summoned familiars. These tiny, serpentine creatures are particularly valued by illusionists, evokers, and other magical practitioners who deal with distorting or molding reality, though the familiars' bizarre logic and miniscule attention spans sometimes make them more trouble than they're worth. Still, their confusing attack and remarkable hardiness have saved more than one wizard on the battlefield, and their strange thought processes can sometimes offer unique insights in the laboratory. When traveling in more mundane lands, wizards often order voidworm familiars to use their change shape ability to disguise themselves as ordinary pets or animal familiars, though these disguises tend to slip when the voidworm grows curious or playful.

A voidworm is only 2 feet long and weighs a mere 2 pounds. No two voidworms are exactly alike in their coloration or markings. Their two feathery wings generally take on brighter colors than the rest of their bodies, and in the case of voidworms conjured as familiars, these “wings” are the same color as their masters' eyes.

STR
7
DEX
17
CON
10
INT
8
WIS
8
CHA
13
HP
16 (3d10); fast healing 2
AC
15, touch 15, flat-footed 12 (+3 Dex, +2 size)
Speed
20 ft., fly 50 ft. (perfect)
Init
+3
Melee
bite +8 (1d3-2), tail slap +3 (1d3-2 plus confusion)
Space
2-1/2 ft.
Reach
0 ft.
BAB
+3
CMB
+4
CMD
12 (can't be tripped)
Fort
+1
Ref
+6
Will
+2
Defensive Abilities
amorphous anatomy, freedom of movement

Weapons: Martial, Simple

change shape (2 forms, both of which must be Tiny animals; beast shape II)

Skill Focus from Feat

<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>

Weapon Finesse from Feat

<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>

Acrobatics +9 (+5 jump), Bluff +7, Escape Artist +7, Fly +19, Knowledge (arcana) +5, Perception +8, Stealth +15

spell-like abilities:
Constant—Detect Law, At will—Dancing Lights, At will—Ghost Sound, At will—Prestidigitation, 3/day—Blur, 3/day—Obscuring Mist, 1/week—Commune
Details
Type
Outsider
Alignment
CN
Size
Tiny
Environment
any (Limbo)
Organization
solitary, pair, or school (3-18)
Treasure
none
Senses
blindsense 30 ft., darkvision 30 ft., detect law; Perception +8
Languages
Common, Protean
Source
Bestiary 2
Sources Used in This Record
9 House/Core
  • Uses feat: Skill Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Finesse (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Law (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dancing Lights (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Ghost Sound (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Prestidigitation (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Blur (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Obscuring Mist (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Commune (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.