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Voidworm OuroborosCreature 5


RareCNSmallMonitorProtean
Source Pathfinder Society Scenario #1-21: Mistress of the Maze
Perception +9 (Entropy Sense (Imprecise) 30 feet, darkvision)
Languages Abyssal, Protean
Skills Acrobatics +13, Deception +12, Religion +10, Stealth +13
Str +1, Dex +5, Con +1, Int +0, Wis +0, Cha +2

AC 23; Fort +10; Reflex +14; Will +11;
HP 65 (fast healing 2)
Speed 20 feet (fly 40 feet)
Resistances Precision 5, Protean anatomy 5

Slam One Action +15 (+10, +5) to hit (chaotic, finesse, magical) 1d12 Chaotic + 1d12+1 Piercing
Spiralling Tails One Action +15 (+10, +5) to hit (chaotic, finesse, magical) 1d8+1 Slashing + 1d12 Chaotic

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.

Entropy Sense (Imprecise) 30 feet (divination, divine, prediction)

A voidworm can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of Nondetection or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense.

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.

Fast Healing 2

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

Protean Anatomy (divine, transmutation)

A protean's vital organs shift and change shape and position constantly. Immediately after the protean takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The protean is immune to polymorph effects unless it is a willing target. If Blinded or Deafened, the protean automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.

Effect: Protean Anatomy

Change Shape One Action (concentrate, divine, polymorph, transmutation)

The voidworm takes on the appearance of a Tiny animal. This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Confounding Lash (divine, emotion, enchantment, mental)

A creature hit by the voidworm's tail Strike is Stupefied 1 for 1 round (Stupefied 2 on a critical hit). A successful DC 22 will save negates this effect and grants temporary immunity to confounding lash for 1 minute.

Divide One Action (polymorph)

In any round the voidworm ouroboros has less than half its total Hit Points, it can split into two standard Voidworms which assume normal statistics for that creature.


Divine Innate Spells (DC 22, +14 to hit)

Cantrips (3rd Level): Dancing Lights, Ghost Sound, Prestidigitation
1st Level: Detect Alignment (Lawful Only)(At Will)
2nd Level: Blur (Self Only), Obscuring Mist
4th Level: Freedom of Movement (Constant), Read Omens



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.