Worm That Walks
When a powerful spellcaster with a strong personality, a lust for life, and a remorselessly evil soul dies and is buried in a graveyard infused with eldritch magic, a strange phenomenon sometimes occurs. The flesh of the decaying body fats and instructs the very worms that gnaw, and these graveworms quicken not only on corruption but upon the spellcaster's memories and magical power. The spellcaster's very soul is consumed in this vile process, only to be split apart to inhabit each of the individual chewing worms in so many fragments. The result is a hideous hive mind of slithering life known as a worm that walks—a mass of worms that clings to the vague shape of the body that granted it this new existence, and can wield the powers and magic the spellcaster had in life. A worm that walks retains memories of its life as a spellcaster before its death, but is not undead—it is a hideous new form of undulant life.
“Worm that walks” is a template that can be added to any evil spellcasting creature. A worm that walks retains all the base creature's statistics and abilities except as noted here.
- HP
- 113 (13d6+65); fast healing 14
- AC
- 23, touch 17, flat-footed 18 (+6 armor, +4 Dex, +1 dodge, +2 insight)
- Speed
- 30 ft.
- Init
- +8
- Melee
- slam +10 (1d4-1 plus grab)
- BAB
- +6
- CMB
- +5 (+13 grapple)
- CMD
- 26
- Fort
- +11
- Ref
- +12
- Will
- +13
- DR
- 15/-
discorporate, grab (Large), squirming embrace
arcane bond (staff), summoner's charm (6 rounds)
Arcane Armor Training, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, Diehard, Dodge, Improved Initiative, Light Armor Proficiency, Scribe Scroll, Toughness, Weapon Finesse
Craft (alchemy) +21, Fly +20, Intimidate +13, Knowledge (arcana, dungeoneering, planes) +21, Perception +22, Sense Motive +9, Spellcraft +21, Stealth +12
At will-dimensional steps (390 feet/day)
8/day-acid dart (1d6+6 acid)
7th-plane shift (DC 22), project image
6th-acid fog, disintegrate (DC 21), summon monster VI
5th-cloudkill (DC 20), dismissal (DC 20), shadow evocation (DC 20), telekinesis (DC 20), teleport
4th-black tentacles, confusion (DC 19), dimension door (2), phantasmal killer (DC 19), summon monster IV
3rd-dispel magic, fly, protection from energy, slow (DC 18), stinking cloud (DC 18), summon monster III
2nd-acid arrow, detect thoughts (DC 17), fog cloud, glitterdust (DC 17), invisibility, summon swarm
1st-charm person (DC 16), feather fall, grease (DC 16), obscuring mist, protection from good, reduce person (DC 16), shield
0 (at will)-detect magic, mage hand, prestidigitation, read magic
Opposition Schools Evocation, Necromancy
- Type
- Vermin
- Alignment
- NE
- Size
- Medium
- Environment
- any
- Senses
- blindsight 30 ft., darkvision 60 ft.; Perception +22
- Languages
- Abyssal, Aklo, Common, Infernal
- Source
- Bestiary 2
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