Conqueror Worm

CREATURE 21

rare ne gargantuan aberration 

Perception +37; greater darkvision, tremorsense (precise) [object Object] feet, true seeing

Languages Abyssal, Aklo, Celestial, Common, Draconic

Skills Arcana +37, Athletics +39, Deception +41, Diplomacy +39, Intimidation +41, Occultism +39, Religion +35, Society +41

Str +10 Dex +5 Con +7 Int +10 Wis +6 Cha +10

Dwarven, Elven, Halfling, Infernal, Undercommon telepathy 200 feet

Convincing Telepathy (enchantment, mental, occult) When a conqueror worm communicates telepathically, its overwhelming will bolsters its lies. Its Deception checks and Deception DCs aren't penalized for elaborate or unbelievable telepathic lies.

AC  46; Fort +35, Ref +32, Will +38

HP 460; Immunities acid, disease, mental; Weaknesses good 20, piercing 20; Resistances acid 20

Mental Invader [R] (enchantment, mental, occult) Trigger A creature communicates telepathically with the conqueror worm (even to respond to the conqueror worm's telepathy or through a mental spell like sending) or fails a saving throw against a mental spell cast by the conqueror worm; Effect The conqueror worm infects the mind of the creature, allowing it to mentally contact the creature from afar. The creature must attempt a DC 48 Will saving throw and is temporarily immune for 1 year. Critical Success The target is unaffected and can't be affected by the conqueror worm's Mental Invader ever again.Success The target is stupefied 1 for 1 minute.Failure As success, and the conqueror worm can target the creature with telepathy and mental spells regardless of distance, so long as the worm and target are on the same plane.This bond is permanent and can be broken only by miracle, wish, or similar magic. The conqueror worm can maintain a maximum of 10 connections with Mental Invader. If another creature would be infected, the worm must choose to one of its existing connections end, or if the worm prefers to keep its current 10 connections, the new creature isn't infected instead.Critical Failure As failure, and for as long as the mental link lasts, the target uses an outcome one degree of success worse than the result of its saving throw against mental spells cast by the conqueror worm.

Telepathic Escape (enchantment, incapacitation, mental, occult, possession) When the conqueror worm dies, it telepathically projects its consciousness into a creature infected by its Mental Invader ability and who is on the same plane as the conqueror worm. The creature must succeed at a DC 48 Will save or it is overtaken by the conqueror worm. This has the same effect as the possession spell with an unlimited duration, except the conqueror worm has wholly foregone its physical body. A host body possessed by a conqueror worm undergoes terrible changes. Every day, the host must succeed at a DC 48 Will save or become permanently stupefied 1 (or increase its stupefied value by 1) and increasingly pale, balding, and bloated. When the host reaches stupefied 4, an ectoplasmic cocoon forms around it. Over the next 24 hours, the host undergoes a swift metamorphosis and emerges as a new conqueror worm with all the memories of its previous incarnation. At this point, the host is dead and can't be restored except by miracle, wish, or similar magic. Before that point, however, this horrid transformation can be ended by any effect that expels the conqueror worm's possession, meaning would be slayers of a conqueror worm had best locate its consciousness and end the possession before it's too late and the worm rises again.

Speed 40 feet, burrow 30 feet; air walk

Melee [>] jaws +39 (acid, magical, reach 20 feet), Damage 4d10+18 piercing plus 2d6 acid and Improved Grab

Occult Spontaneous Spells DC 48, attack +38; 10th (2 slots) fabricated truth, time stop; 9th (4 slots) foresight, overwhelming presence, subconscious suggestion, telepathic demand; 8th (4 slots) discern location, dispel magic, mind blank, unrelenting observation; 7th (4 slots) magic missile, possession, project image, warp mind; 6th (4 slots) dominate, feeblemind, scrying, zealous conviction; 5th (4 slots) dimension door, mind probe, sending, synesthesia; 4th (4 slots) confusion, dream message, modify memory, outcast's curse; 3rd (4 slots) enthrall, fear, hypercognition, nondetection; 2nd (4 slots) death knell, misdirection, status, telepathic maneuver; 1st (4 slots) mindlink, sanctuary, true strike, ventriloquism; Cantrips (10th) daze, detect magic, mage hand, shield, telekinetic projectile

Occult Innate Spells DC 48; 10th dominate; 9th mind reading (at will); Constant (9th) air walk, true seeing

Breath Weapon [>>] (evocation, acid, occult) The conqueror worm disgorges acid in a 120-foot-line that deals 14d10 acid damage to all creatures in the area (DC 44 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.

Fast Swallow [R] Trigger The conqueror worm Grabs a creature; Effect The worm uses Swallow Whole.

Muster Minions [>>>] (conjuration, teleportation) The conqueror worm selects up to three willing creatures subject to its Mental Invader ability that are on the same plane and teleports them to squares adjacent to the worm of the worm's choosing.

Swallow Whole [>] Huge, 4d10+10 bludgeoning plus 2d6 acid, Rupture 44

Night of the Gray Death, page 66.

Open Conqueror Worm in the interactive creatures list or browse all creatures starting with C.