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The Wriggling ManCreature 21


UniqueCEMediumAberrationSwarm
Source Pathfinder Kingmaker
Perception +35 (darkvision, tremorsense (imprecise) 30 feet)
Languages Abyssal, Aklo, Common, Draconic, Sylvan, Terran, Undercommon
Skills Acrobatics +39, Arcana +41, Deception +39, Nature +37, Society +41, Stealth +39
Str +5, Dex +9, Con +5, Int +10, Wis +6, Cha +8

AC 47 all-around vision; Fort +34; Reflex +39; Will +35; +4 status vs. mental
HP 325 (fast healing 20)
Speed 30 feet
Immunities disease, paralyzed, poison, precision, swarm mind, unconscious
Weaknesses Area Damage 20, Splash Damage 20
Resistances Fire 10, Physical 20

Darkvision

A monster with 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 monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Tremorsense

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.

All-Around Vision

This monster can see in all directions simultaneously, and therefore can't be flanked.

+4 Status to All Saves vs. MentalFast Healing 20

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Swarm Mind

This 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.

Discorporate (splash)

When the worm that walks is reduced to 0 HP, it discorporates and the component worms that make up its body disperse in every direction. If even a single worm escapes, the worm that walks will eventually re-form using a process that typically takes 1d10 days.

While the exact circumstances and surroundings determine how long the worm that walks's foes have to dispatch the fleeing worms before they escape, usually its foes have only a single round. Typically, this requires the application of an area effect or splash weapon within 1 round to the space where the worm that walks collapsed. After any amount of area or splash damage is dealt to that space, the character dealing the damage must attempt a DC 15 flat check. Each subsequent area or splash damage effect performed on the area reduces the DC of this flat check by 2, to a minimum of DC 5. If any of these flat checks succeed, none of the worms escape, and the worm that walks is destroyed permanently.

At the GM's discretion, clever means of trapping or otherwise detaining the vermin may extend the time allowed to finish off the worm that walks.

Contingency Reaction

Trigger The Wriggling Man is reduced to 50 or fewer HP


Effect Dimension Door, heightened to 5th level, teleports the Wriggling Man to area M6.

Effortless Concentration Free Action

Trigger The wriggling man's turn begins.


Effect The Wriggling Man immediately gains the effects of the Sustain a Spell action, allowing him to extend the duration of an active spell.

Quickened Casting Free Action

Frequency once per day


Effect When the Wriggling Man casts a spell of 8th level or lower, reduce the number of actions to cast it by 1 (minimum 1 action).

Squirming Embrace One Action

The worm that walks Strides, ending its movement sharing a space with a creature, and deals 8d8 piercing damage to the creature. The creature can attempt a DC 44 basic reflex save.

Swarm Shape One Action (concentrate, attack)

The worm that walks collapses into a shapeless swarm of worms. It drops all held, worn, and carried items. While discorporated, the worm that walks can't use attack actions and can't cast spells, but it can move through areas small enough for its individual worms to fit without having to Squeeze. It can use the same action to coalesce back into its normal form.


Arcane Prepared Spells (DC 44, +36 to hit)

Cantrips (10th Level): Acid Splash, Daze, Electric Arc, Ray of Frost, Shield
1st Level: Charm, Command, Magic Missile, Ray of Enfeeblement, Ventriloquism
2nd Level: Glitterdust, Invisibility, Mirror Image
3rd Level: Blindness, Earthbind, Fireball, Slow
4th Level: Dimension Door, Fly, Suggestion, Veil
5th Level: Black Tentacles, Illusory Scene, Mind Probe
6th Level: Baleful Polymorph, Feeblemind, True Seeing
7th Level: Contingency, Project Image, Reverse Gravity
8th Level: Mind Blank
9th Level: Disjunction
10th Level: Time Stop

Major Staff of Transmutation (DC 44, +36 to hit)

Cantrips (10th Level): Sigil
1st Level: Fleet Step, Jump (2x)
2nd Level: Enlarge, Humanoid Form (2x)
3rd Level: Feet to Fins
4th Level: Gaseous Form, Shape Stone
6th Level: Baleful Polymorph, Dragon Form


This worm that walks was a cultist of the Great Old One Hastur in its prior life. It continues its conspiracies and strives to further its evil plots in its new life.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.