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Empress Necral WormCreature 7


NHugeAnimalUndead
Source Pathfinder Bestiary 3
Perception +13 (tremorsense (imprecise) 60 feet)
Languages none
Skills Athletics +17, Stealth +14
Str +6, Dex +3, Con +5, Int -5, Wis +2, Cha -4

AC 23; Fort +18; Reflex +14; Will +11;
HP 140 (negative healing)
Speed 25 feet (burrow 40 feet)
Immunities acid
Weaknesses Positive 10

Bite One Action +17 (+12, +7) to hit (reach 15) 1d6 Negative + 2d6+9 Piercing

Tremorsense (Imprecise) 60 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.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Viviparous Birth

When killed, an empress necral worm violently expels the young it carries. These young erupt as a Necral Worm Swarm in the empress necral worm's space.

In addition, every creature within 20 feet takes 5d10 negative damage (DC 25 basic reflex save) from the splatter of undead viscera.

Borer

An empress necral worm can leave a tunnel behind itself when it burrows, and it usually does.

Painful Bite

The bite of an empress necral worm causes excruciating pain. The target must succeed at a DC 25 fortitude save or become Sickened 1 from the pain (Sickened 2 on a critical failure).

Undead Wake One Action

The empress necral worm Strides, leaving behind dribbles of negative energy in every square that it passes through.

A creature that enters or begins its turn in such a square takes 3d6 negative damage (DC 22 basic fortitude save). The negative energy becomes inert after 1 minute.


When an area lacks sufficient food, the bore worms in a swarm become increasingly agitated and desperate. Eventually, at some chemical signal, the worms begin to cannibalize each other, devouring one other in a frenzy too gruesome to behold. A single worm emerges from this melee victorious; it rapidly grows larger and more voracious until it reaches an absolutely elephantine size.

This empress bore worm lives only briefly, as it sets out in search of a new feeding ground and eats everything in its path in an attempt to sustain itself. However, the empress bore worm's ravenous metabolism demands more from its body than what it can physically sustain, as it exists only as a vessel for the next generation. Most live only a few days, or weeks at best, traveling and eating nonstop before dying-and in so doing, giving birth to new swarms of bore worms.


These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms or a single massive, lurching beast. Among Darklands communities, most inhabitants regard bore worms much in the same way surface cultures speak of maggots or cockroaches-with general disdain and revulsion. Children consider catching a single bore worm and using it to torment others a rite of passage, albeit a dangerous one.

An undead sorcerer in the ghoul-run Darklands city of Nemret Noktoria developed necral worms about 60 years ago by filling an empress bore worm's abandoned exoskeleton with a unique alchemical paste. These undead bore worms radiate the very energies of death, making them surprisingly sophisticated magical batteries. Less pleasant entities often use them as magical tools.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.