Worm That Walks
When a powerful spellcaster with a strong personality, a lust for life, and a remorselessly evil soul dies and is buried in a graveyard infused with eldritch magic, a strange phenomenon sometimes occurs. The flesh of the decaying body fats and instructs the very worms that gnaw, and these graveworms quicken not only on corruption but upon the spellcaster's memories and magical power. The spellcaster's very soul is consumed in this vile process, only to be split apart to inhabit each of the individual chewing worms in so many fragments. The result is a hideous hive mind of slithering life known as a worm that walks—a mass of worms that clings to the vague shape of the body that granted it this new existence, and can wield the powers and magic the spellcaster had in life. A worm that walks retains memories of its life as a spellcaster before its death, but is not undead—it is a hideous new form of undulant life.
“Worm that walks” is a template that can be added to any evil spellcasting creature. A worm that walks retains all the base creature's statistics and abilities except as noted here.
- HP
- 113 (13d6+65); fast healing 14
- AC
- 23, touch 17, flat-footed 18 (+6 armor, +4 Dex, +1 dodge, +2 insight)
- Speed
- 30 ft.
- Init
- +8
- Melee
- slam +10 (1d4-1 plus grab)
- BAB
- +6
- CMB
- +5 (+13 grapple)
- CMD
- 26
- Fort
- +11
- Ref
- +12
- Will
- +13
- DR
- 15/-
- Defensive Abilities
- worm that walks traits
- Racial Modifiers
- +8 Perception, +8 Sense Motive, +8 Stealth
discorporate
grab (Large)
squirming embrace
arcane bond (staff)
summoner's charm (6 rounds)
Arcane Armor Training, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, Diehard, Dodge, Improved Initiative, Light Armor Proficiency, Scribe Scroll, Toughness, Weapon Finesse
Craft (alchemy) +21, Fly +20, Intimidate +13, Knowledge (arcana, dungeoneering, planes) +21, Perception +22, Sense Motive +9, Spellcraft +21, Stealth +12
At will-dimensional steps (390 feet/day)
8/day-acid dart (1d6+6 acid)
- Type
- Vermin
- Alignment
- NE
- Size
- Medium
- Environment
- any
- Organization
- solitary
- Treasure
- NPC Gear (+4 leather armor, cloak of resistance +4, staff of charming)
- Senses
- blindsight 30 ft., darkvision 60 ft.; Perception +22
- Languages
- Abyssal, Aklo, Common, Infernal
- Source
- Bestiary 2
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