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From Pathfinder Kingmaker, which isn't enabled.

The Wriggling Man

CREATURE 21

Variant male worm that walks wizard

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.


Perception +35; darkvision, tremorsense (imprecise) 30 feet
Languages Aklo, Chthonian, Common, Draconic, Fey, Petran, Sakvroth
Skills Acrobatics +39, Arcana +41, Deception +39, Nature +37, Society +41, Stealth +39
Str +5, Dex +9, Con +5, Int +10, Wis +6, Cha +8
Items Staff of Transmutation (Major), Leather Armor, Bag of Holding (Type IV)
Tremorsense 30 feet

Tremorsense 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.


AC 47 (all-around vision); Fort +34, Ref +39, Will +35; +4 status vs. mental
HP 325, fast healing 20; Immunities disease, paralyzed, poison, precision, swarm mind, unconscious; Weaknesses area damage 20, splash damage 20; Resistances fire 10, physical 20
All-Around Vision

This monster can see in all directions simultaneously and therefore can't be flanked.

+4 Status to All Saves vs. Mental
Fast Healing 20

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Swarm Mind

This 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 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.


Speed 30 feet
Melee Tendril +36 (reach 10), Damage 4d12+13 piercing
Major Staff of Transmutation DC 44, attack +36; 6th Baleful Polymorph, Dragon Form; 5th Humanoid Form; 4th Gaseous Form, Shape Stone; 3rd Feet to Fins, Jump; 2nd Enlarge, Humanoid Form; 1st Fleet Step, Jump; Cantrips (11th) Sigil
Contingency
Trigger The Wriggling Man is reduced to 50 or fewer HP

Effect Translocate, heightened to 5th level, teleports the Wriggling Man to area M6.
Effortless Concentration
Trigger The wriggling man's turn begins.

Effect The Wriggling Man immediately gains the effects of the Sustain a Spell action, allowing him to extend the duration of an active spell.
Quickened Casting
Frequency once per day

Effect When the Wriggling Man casts a spell of 8th level or lower, reduce the number of actions to cast it by 1 (minimum 1 action).
Squirming Embrace

The worm that walks Strides, ending its movement sharing a space with a creature, and deals 8d8 piercing damage to the creature. The creature can attempt a DC 44 basic Reflex save.

Swarm Shape (attack, concentrate)

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.

Pathfinder KingmakerOGL