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Worm That Walks

CR 14.00 Vermin NE Medium HD 13
Although this robed wizard stands and moves like a man, his body is a writhing mass of squirming, slippery worms.

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)
Init
+8
Speed
30 ft.
Fort
+11
Ref
+12
Will
+13
BAB
+6
CMB
+5 (+13 grapple)
CMD
26
Melee
slam +10 (1d4-1 plus grab)
DR
15/-
Defensive Abilities
worm that walks traits
Racial Modifiers
+8 Perception, +8 Sense Motive, +8 Stealth
str
8
-1
dex
18
+4
con
17
+3
int
20
+5
wis
12
+1
cha
10
+0

discorporate

grab (Large)

squirming embrace

arcane bond (staff)

summoner's charm (6 rounds)

Universal Monster Rules

Grab (Large) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.

Special Abilities

Arcane Bond (staff) from text
Discorporate from text
Squirming Embrace from text
Summoner's Charm (6 rounds) from text
Worm That Walks Traits from text

Feats, Traits & Items

As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.

When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Combat Casting from Feat

You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Situational: to cast a spell or use a spell-like ability defensively or while grappled: +4 untyped concentration
Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Magic Items for more information.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Diehard from Feat

When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Scribe Scroll from Feat

You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

Toughness from Feat

You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Calculated: +3 Hp Bonus
Weapon Finesse from Feat

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.

Craft (alchemy) +21, Fly +20, Intimidate +13, Knowledge (arcana, dungeoneering, planes) +21, Perception +22, Sense Motive +9, Spellcraft +21, Stealth +12

arcane school spell-like abilities:
(CL 13th; concentration +18)

At will-dimensional steps (390 feet/day)

8/day-acid dart (1d6+6 acid)

conjurer spells prepared:
7th—Plane Shift (DC 17), 7th—Project Image (DC 17), 6th—Acid Fog, 6th—Disintegrate (DC 16), 6th—Summon Monster VI, 5th—Cloudkill (DC 15), 5th—Dismissal (DC 15), 5th—Shadow Evocation (DC 15), 5th—Telekinesis (DC 15), 5th—Teleport, 4th—Black Tentacles, 4th—Confusion (DC 14), 4th—Dimension Door, 4th—Phantasmal Killer (DC 14), 4th—Summon Monster IV, 3rd—Dispel Magic, 3rd—Fly (DC 13), 3rd—Protection From Energy (DC 13), 3rd—Slow (DC 13), 3rd—Stinking Cloud (DC 13), 3rd—Summon Monster III, 2nd—Acid Arrow, 2nd—Detect Thoughts (DC 12), 2nd—Fog Cloud, 2nd—Glitterdust (DC 12), 2nd—Invisibility (DC 12), 2nd—Summon Swarm, 1st—Charm Person (DC 11), 1st—Feather Fall (DC 11), 1st—Grease (DC 11), 1st—Obscuring Mist, 1st—Protection From Good, 1st—Reduce Person (DC 11), 1st—Shield, At will—Detect Magic, At will—Mage Hand, At will—Prestidigitation (DC 10), At will—Read Magic
Details
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
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
50 House/Core
  • Uses feat: Arcane Armor Training (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Casting (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Craft Magic Arms and Armor (Feat) — core content under OGL 1.0a
  • Uses feat: Craft Wondrous Item (Feat) — core content under OGL 1.0a
  • Uses feat: Diehard (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Armor Proficiency, Light (Feat) — core content under OGL 1.0a
  • Uses feat: Scribe Scroll (Feat) — core content under OGL 1.0a
  • Uses feat: Toughness (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Finesse (Feat) — core content under OGL 1.0a
  • Knows spell: Plane Shift (Spell) — core content under OGL 1.0a
  • Knows spell: Project Image (Spell) — core content under OGL 1.0a
  • Knows spell: Acid Fog (Spell) — core content under OGL 1.0a
  • Knows spell: Disintegrate (Spell) — core content under OGL 1.0a
  • Knows spell: Summon Monster VI (Spell) — core content under OGL 1.0a
  • Knows spell: Cloudkill (Spell) — core content under OGL 1.0a
  • Knows spell: Dismissal (Spell) — core content under OGL 1.0a
  • Knows spell: Shadow Evocation (Spell) — core content under OGL 1.0a
  • Knows spell: Telekinesis (Spell) — core content under OGL 1.0a
  • Knows spell: Teleport (Spell) — core content under OGL 1.0a
  • Knows spell: Black Tentacles (Spell) — core content under OGL 1.0a
  • Knows spell: Confusion (Spell) — core content under OGL 1.0a
  • Knows spell: Dimension Door (Spell) — core content under OGL 1.0a
  • Knows spell: Phantasmal Killer (Spell) — core content under OGL 1.0a
  • Knows spell: Summon Monster IV (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Fly (Spell) — core content under OGL 1.0a
  • Knows spell: Protection From Energy (Spell) — core content under OGL 1.0a
  • Knows spell: Slow (Spell) — core content under OGL 1.0a
  • Knows spell: Stinking Cloud (Spell) — core content under OGL 1.0a
  • Knows spell: Summon Monster III (Spell) — core content under OGL 1.0a
  • Knows spell: Acid Arrow (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Thoughts (Spell) — core content under OGL 1.0a
  • Knows spell: Fog Cloud (Spell) — core content under OGL 1.0a
  • Knows spell: Glitterdust (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Summon Swarm (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Person (Spell) — core content under OGL 1.0a
  • Knows spell: Feather Fall (Spell) — core content under OGL 1.0a
  • Knows spell: Grease (Spell) — core content under OGL 1.0a
  • Knows spell: Obscuring Mist (Spell) — core content under OGL 1.0a
  • Knows spell: Protection From Good (Spell) — core content under OGL 1.0a
  • Knows spell: Reduce Person (Spell) — core content under OGL 1.0a
  • Knows spell: Shield (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Mage Hand (Spell) — core content under OGL 1.0a
  • Knows spell: Prestidigitation (Spell) — core content under OGL 1.0a
  • Knows spell: Read Magic (Spell) — core content under OGL 1.0a
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