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Conqueror WormCreature 21


RareNEGargantuanAberration
Source Pathfinder Adventure: Night of the Gray Death
Perception +37 (greater darkvision, tremorsense (imprecise) 100 feet, true seeing)
Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Halfling, Infernal, Undercommon, Telepathy 200 Feet
Skills Arcana +37, Athletics +39, Deception +41, Diplomacy +39, Intimidation +41, Occultism +39, Religion +35, Society +41
Str +10, Dex +5, Con +7, Int +10, Wis +6, Cha +10

AC 46; Fort +35; Reflex +32; Will +38;
HP 460
Speed 40 feet (burrow 30 feet)
Immunities acid, disease, mental
Weaknesses Good 20, Piercing 20
Resistances Acid 20

Jaws One Action +39 (+34, +29) to hit (acid, magical, reach, reach 20) 4d10+18 Piercing + 2d6 Acid

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.

Tremorsense (Imprecise) 100 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.

Telepathy 200 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Air Walk

The conqueror worm is under the effects of 9th-level Air Walk at all times.

Convincing Telepathy (enchantment, mental, occult)

When a conqueror worm communicates telepathically, its overwhelming will bolsters its lies. Its Deception checks and Deception DCs aren't penalized for elaborate or unbelievable telepathic lies.

Mental Invader Reaction (enchantment, mental, occult)

Trigger A creature communicates telepathically with the conqueror worm (even to respond to the conqueror worm's telepathy or through a mental spell like Sending) or fails a saving throw against a mental spell cast by the conqueror worm


Effect The conqueror worm infects the mind of the creature, allowing it to mentally contact the creature from afar. The creature must attempt a DC 48 will saving throw and is temporarily immune for 1 year.


Critical Success The target is unaffected and can't be affected by the conqueror worm's Mental Invader ever again.

Success The target is Stupefied 1 for 1 minute.

Failure As success, and the conqueror worm can target the creature with telepathy and mental spells regardless of distance, so long as the worm and target are on the same plane. This bond is permanent and can be broken only by Miracle, Wish, or similar magic. The conqueror worm can maintain a maximum of 10 connections with Mental Invader. If another creature would be infected, the worm must choose to one of its existing connections end, or if the worm prefers to keep its current 10 connections, the new creature isn't infected instead.

Critical Failure As failure, and for as long as the mental link lasts, the target uses an outcome one degree of success worse than the result of its saving throw against mental spells cast by the conqueror worm.

Telepathic Escape (enchantment, incapacitation, mental, occult, possession)

When the conqueror worm dies, it telepathically projects its consciousness into a creature infected by its Mental Invader ability and who is on the same plane as the conqueror worm. The creature must succeed at a DC 48 will save or it is overtaken by the conqueror worm. This has the same effect as the Possession spell with an unlimited duration, except the conqueror worm has wholly foregone its physical body. A host body possessed by a conqueror worm undergoes terrible changes. Every day, the host must succeed at a DC 48 will or become permanently Stupefied 1 (or increase its stupefied value by 1) and increasingly pale, balding, and bloated. When the host reaches stupefied 4, an ectoplasmic cocoon forms around it. Over the next 24 hours, the host undergoes a swift metamorphosis and emerges as a new conqueror worm with all the memories of its previous incarnation. At this point, the host is dead and can't be restored except by Miracle, Wish, or similar magic. Before that point, however, this horrid transformation can be ended by any effect that expels the conqueror worm's possession, meaning would be slayers of a conqueror worm had best locate its consciousness and end the possession before it's too late and the worm rises again.

True Seeing

The conqueror worm is under the effects of 9th-level True Seeing at all times.

Breath Weapon Two Actions (evocation, acid, occult)

The conqueror worm disgorges acid in a 120-foot line that deals 14d10 acid damage to all creatures in the area (DC 44 basic reflex save). It can't use Breath Weapon again for 1d4 rounds.

Fast Swallow Reaction

Trigger The conqueror worm Grabs a creature


Effect The worm uses Swallow Whole.

Muster Minions Three Actions (conjuration, teleportation)

The conqueror worm selects up to three willing creatures subject to its Mental Invader ability that are on the same plane and teleports them to squares adjacent to the worm of the worm's choosing.

Swallow Whole One Action (attack)

Huge, 4d10 bludgeoning damage plus 2d6 acid, Rupture 44


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Occult Spontaneous Spells (DC 48, +38 to hit)

Cantrips (10th Level): Daze, Detect Magic, Mage Hand, Shield, Telekinetic Projectile
1st Level (4 slots): Fear, Magic Missile, Mindlink, Sanctuary, True Strike, Ventriloquism
2nd Level (4 slots): Death Knell, Dispel Magic, Misdirection, Status, Telekinetic Maneuver
3rd Level (4 slots): Dream Message, Enthrall, Hypercognition, Nondetection
4th Level (4 slots): Confusion, Dimension Door, Modify Memory, Outcast's Curse
5th Level (4 slots): Mind Probe, Sending, Subconscious Suggestion, Synesthesia
6th Level (4 slots): Dominate, Feeblemind, Scrying, Zealous Conviction
7th Level (4 slots): Possession, Project Image, Warp Mind
8th Level (4 slots): Discern Location, Mind Blank, Unrelenting Observation
9th Level (4 slots): Foresight, Overwhelming Presence, Telepathic Demand
10th Level (2 slots): Fabricated Truth, Time Stop

Occult Innate Spells (DC 48, +38 to hit)

3rd Level: Mind Reading (At Will)
4th Level: Air Walk (Constant)
6th Level: Dominate, True Seeing (Constant)



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.