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From Pathfinder Bestiary 2, which isn't enabled.

Worm That Walks Cultist

CREATURE 14

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 +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
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 36 (all-around vision); Fort +23, Ref +28, Will +26
HP 200, fast healing 10; Immunities disease, paralyzed, poison, precision, swarm mind, unconscious; Weaknesses area damage 10, splash damage 10; Resistances physical 10
All-Around Vision

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

Fast Healing 10

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 +29 (reach 10), Damage 4d8+14 piercing
Occult Spontaneous Spells DC 34, attack +26; 7th (3 slots) Visions of Danger, Warp Mind, Phantasmal Killer; 6th (4 slots) Dispel Magic, Dominate, Paranoia, Summon Entity; 5th (4 slots) Black Tentacles, Mind Probe, Phantom Pain, Subconscious Suggestion; 4th (4 slots) Dimension Door, Modify Memory, Suggestion, Veil; 3rd (4 slots) Dream Message, Haste, Hypercognition, Slow; 2nd (4 slots) Comprehend Language, Illusory Creature, Mirror Image, Undetectable Alignment; 1st (4 slots) Charm, Illusory Disguise, Mindlink, Ray of Enfeeblement; Cantrips (7th) Daze, Detect Magic, Light, Mage Hand, Shield
Squirming Embrace

The 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 (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 Bestiary 2OGL