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    Human Worm That Walks

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

    Worm That Walks (Human) CR 14

    XP 38,400
    Human worm that walks conjurer 13
    NE Medium vermin (augmented human)
    Init +8; Senses blindsight 30 ft., darkvision 60 ft.; Perception +22

    DEFENSE

    AC 23, touch 17, flat-footed 18 (+6 armor, +4 Dex, +1 dodge, +2 insight)
    hp 113 (13d6+65); fast healing 14
    Fort +11, Ref +12, Will +13
    Defensive Abilities worm that walks traits; DR 15/—; Immune critical hits, disease, paralysis, poison, sleep

    OFFENSE

    Speed 30 ft.
    Melee slam +10 (1d4–1 plus grab)
    Special Attacks discorporate, grab (Large), squirming embrace
    Arcane School Spell-Like Abilities (CL 13th; concentration +18)

    At willdimensional steps (390 feet/day)
    8/dayacid dart (1d6+6 acid)

    Conjurer Spells Prepared (CL 13th; concentration +18)

    Opposition Schools Evocation, Necromancy

    STATISTICS

    Str 8, Dex 18, Con 17, Int 20, Wis 12, Cha 10
    Base Atk +6; CMB +5 (+13 grapple); CMD 26
    Feats Arcane Armor Training, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, DiehardB, Dodge, Improved Initiative, Light Armor Proficiency, Scribe Scroll, Toughness, Weapon Finesse
    Skills Craft (alchemy) +21, Fly +20, Intimidate +13, Knowledge (arcana) +21, Knowledge (dungeoneering) +21, Knowledge (planes) +21, Perception +22, Sense Motive +9, Spellcraft +21, Stealth +12; Racial modifiers +8 Perception, +8 Sense Motive, +8 Stealth
    Languages Abyssal, Aklo, Common, Infernal
    SQ arcane bond (staff), summoner’s charm (6 rounds)
    Gear +4 leather armor, cloak of resistance +4, staff of charming

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