Worm ProphetCreature 18
Source Pathfinder Adventure: Night of the Gray Death
Perception +28
Languages Aklo, Common, Requian, Undercommon
Skills Arcana +32, Crafting +32, Deception +36, Diplomacy +32, Intimidation +32, Occultism +34, Performance +32, Religion +32, Society +34
Str +1, Dex +3, Con +0, Int +6, Wis +4, Cha +6
AC 42; Fort +27; Reflex +30; Will +33;
HP 335
Speed 25 feet
Dagger +32 (+28, +24) to hit (agile, finesse, versatile s) 3d4+8 Piercing
Dagger +32 (+28, +24) to hit (agile, thrown 10, versatile s) 3d4+8 Piercing
Anonymity
The worm prophet has a +2 circumstance bonus to Deception checks and saving throws to conceal their identity and a +2 circumstance bonus to their Deception DC against effects that ferret out information about the worm prophet's identity.
Gardener's Resolvereaction As Gray Gardener enforcer.
Gardener's ResolveTrigger The worm prophet rolls a failure (but not a critical failure) on a Will save against an effect with the mental or fear trait Requirements The worm prophet's features are obscured by a mask or hood
Effect The worm prophet takes 3d8 mental damage, and the saving throw is a success.
InvadedThe worm prophet is subject to the conqueror worm's Mental Invader effect.
Capture SpiritTrigger A target affected by one of the worm prophet's necromancy spells dies within 60 feet of the worm prophet
Effect The worm prophet harnesses a bit of the departing victim's soul, and the worm prophet is Quickened 1 for 1 minute. They can use this extra action only to Step, Stride, or Sustain a Spell.
Steady SpellcastingIf a reaction would disrupt the worm prophet's spellcasting action, the worm prophet attempts a DC 15 flat. On a success, the action isn't disrupted.
Divine Prepared Spells (DC 40, +32 to hit)
Cantrips (9th Level): Detect Magic, Divine Lance, Forbidding Ward, Light, Message
1st Level: Bane, Charm, Harm, Mending, Sanctuary
2nd Level: Calm Emotions, Death Knell, Dispel Magic, Enhance Victuals, Resist Energy, Restoration
3rd Level: Dream Message, Locate, Neutralize Poison, Zone of Truth
4th Level: Freedom of Movement
5th Level: Death Ward, Drop Dead, Mind Probe, Spiritual Guardian
6th Level: Spellwrack, Spirit Blast, True Seeing, Zealous Conviction
7th Level: Divine Vessel, Warp Mind
8th Level: Discern Location, Spiritual Epidemic
1st Level: Touch of Obedience
4th Level: Commanding Lash
Traits
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.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.