Necral Worm SwarmCreature 5
Source Pathfinder Bestiary 3
Perception +12 (tremorsense (imprecise) 60 feet)
Languages none
Skills Acrobatics +10, Stealth +12
Str -1, Dex +3, Con +4, Int -5, Wis +1, Cha -4
AC 20; Fort +15; Reflex +12; Will +8;
HP 60 (negative healing)
Speed 15 feet (burrow 30 feet)
Immunities acid, precision, swarm mind
Weaknesses Area Damage 4, Positive 8, Splash Damage 4
Resistances Bludgeoning 4, Piercing 8, Slashing 8
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 HealingA 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.
Swarm MindThis monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.
Swarming BitesEach enemy in the swarm's space takes 3d6 negative damage (DC 22 basic reflex save).
Creatures that fail this save become Sickened 1 from the swarm's painful bites.
A single finger-length bore worm is unpleasant but mostly innocuous. Ten thousand bore worms, on the other hand, pose a formidable threat to even seasoned adventurers. The countless worms form a roiling, rancid mass of acid and pain, capable of delivering a hideous death to any person or beast unable to escape them. Unfortunately for any creature other than a bore worm, most encounters involve swarms.
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
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.