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Worm ProphetCreature 18


RareLEMediumHumanHumanoid
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 One Action +32 (+28, +24) to hit (agile, finesse, versatile s) 3d4+8 Piercing
Dagger One Action +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 Resolve

reaction As Gray Gardener enforcer.

Gardener's Resolve Reaction

Trigger 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.

Invaded

The worm prophet is subject to the conqueror worm's Mental Invader effect.

Capture Spirit Reaction

Trigger 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 Spellcasting

If 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

Focus Divine Spells (DC 40, +32 to hit)

1st Level: Touch of Obedience
4th Level: Commanding Lash



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.

Human

A 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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.