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Volluk AzrinaeCreature 7


UniqueCEMediumAberrationSwarm
Source Pathfinder #163: Ruins of Gauntlight
Perception +15 (darkvision, tremorsense (imprecise) 30 feet)
Languages Aklo, Common, Elven, Undercommon
Skills Acrobatics +17, Crafting +15, Deception +15, Intimidation +17, Occultism +17, Religion +15, Stealth +15
Str +4, Dex +6, Con +2, Int +6, Wis +4, Cha +2

AC 25 all-around vision; Fort +13; Reflex +17; Will +15;
HP 85 (fast healing 7)
Speed 10 feet (swim 25 feet)
Immunities disease, paralyzed, poison, precision, swarm mind, unconscious
Weaknesses Area Damage 7, Splash Damage 7
Resistances Physical 7

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 (Imprecise) 30 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.

At-Will Spells

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

All-Around Vision

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

Fast Healing 7

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

Slow-moving leeches give the heroes 2 rounds, rather than 1 round, to dispatch the fleeing vermin before they escape.


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.

Hateful Memories (emotion, enchantment, mental, occult, visual)

If Volluk can see an accurate depiction of his former appearance as a living drow at the start of his turn, he must attempt a DC 28 will save or become filled with self-loathing and become Slowed 1 for 1 round.

Squirming Embrace One Action

Volluk Strides, ending his movement sharing a space with a creature, and deals 3d8 piercing damage to the creature. The creature can attempt a DC 23 basic reflex save.

Swarm Shape One Action (concentrate)

Volluk collapses into a shapeless swarm of leeches. He drops all held, worn, and carried items. While discorporated, he can't use attack actions and can't cast spells, but he can move through areas small enough for his individual leeches to fit without having to Squeeze. He can use the same action to coalesce back into his normal form.


Occult Spontaneous Spells (DC 25, +17 to hit)

Cantrips (4th Level): Daze, Light, Mage Hand, Read Aura, Shield
1st Level (4 slots): Alarm, Grim Tendrils, Illusory Disguise, Mindlink, Phantom Pain, Unseen Servant
2nd Level (4 slots): Comprehend Language, Mirror Image, Vomit Swarm, Worm's Repast
3rd Level (4 slots): Bind Undead, Mind Reading, Paralyze
4th Level (3 slots): Dimension Door, Suggestion

Divine Innate Spells (DC 25, +17 to hit)

Cantrips (4th Level): Dancing Lights
2nd Level: Darkness (At Will), Faerie Fire (At Will)

Rituals

2nd Level: Animate Object, Create Undead



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.