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Worm That Walks

CR 14.00 Vermin NE Medium
Although this robed wizard stands and moves like a man, his body is a writhing mass of squirming, slippery worms.

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.

STR
8
DEX
18
CON
17
INT
20
WIS
12
CHA
10
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)

Craft (alchemy) +21, Fly +20, Intimidate +13, Knowledge (arcana, dungeoneering, planes) +21, Perception +22, Sense Motive +9, Spellcraft +21, Stealth +12

arcane school spell-like abilities:
(CL 13th; concentration +18)

At will-dimensional steps (390 feet/day)

8/day-acid dart (1d6+6 acid)

conjurer spells prepared:
(CL 13th; concentration +18)

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

Details
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