Worm That Walks CultistCreature 14
Source Pathfinder Bestiary 2
Perception +25 (darkvision, tremorsense (imprecise) 30 feet)
Languages Aklo, Common
Skills Acrobatics +24, Deception +28, Intimidation +26, Occultism +27, Society +23, Stealth +28
Str +5, Dex +8, Con +5, Int +5, Wis +4, Cha +8
AC 36 all-around vision; Fort +23; Reflex +28; Will +26;
HP 200 (fast healing 10)
Speed 30 feet
Immunities disease, paralyzed, poison, precision, swarm mind, unconscious
Weaknesses Area Damage 10, Splash Damage 10
Resistances Physical 10
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.
TremorsenseTremorsense 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 VisionThis monster can see in all directions simultaneously, and therefore can't be flanked.
Fast Healing 10A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Swarm MindThis 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.
Squirming EmbraceThe worm that walks Strides, ending its movement sharing a space with a creature, and deals 5d8 piercing damage to the creature. The creature can attempt a DC 32 basic reflex save.
Swarm Shape (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.
Occult Spontaneous Spells (DC 34, +26 to hit)
Cantrips (7th Level): Daze, Detect Magic, Light, Mage Hand, Shield
1st Level (4 slots): Charm, Illusory Disguise, Mindlink, Ray of Enfeeblement
2nd Level (4 slots): Comprehend Language, Illusory Creature, Mirror Image, Undetectable Alignment
3rd Level (4 slots): Dream Message, Haste, Hypercognition, Slow
4th Level (4 slots): Dimension Door, Modify Memory, Suggestion, Veil
5th Level (4 slots): Black Tentacles, Mind Probe, Phantom Pain, Subconscious Suggestion
6th Level (4 slots): Dispel Magic, Dominate, Paranoia, Summon Entity
7th Level (3 slots): Phantasmal Killer, Visions of Danger, Warp Mind
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
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.