CREATURE 7
Perception +14; darkvision, entropy sense (imprecise) 30 feet
Languages Abyssal, Celestial, Protean
Skills Acrobatics +14, Athletics +16, Intimidation +16, Stealth +14, Survival +12
Str +5 Dex +3 Con +5 Int +0 Wis +3 Cha +3
Entropy Sense (divination, divine, prediction) A voidworm can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of nondetection or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense.
AC 24; Fort +18, Ref +14, Will +12; +1 status to all saves vs. magic
HP 120, fast healing 2; Weaknesses lawful 5; Resistances precision 5, protean anatomy 10
Protean Anatomy (divine, transmutation) A voidworm's vital organs shift and change shape and position constantly. Immediately after the voidworm takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The voidworm is immune to polymorph effects unless it is a willing target. If blinded or deafened, the voidworm automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.
Speed 25 feet, fly 30 feet, swim 25 feet; freedom of movement
Melee jaws +18 (chaotic, magical, reach 10 feet), Damage 2d10+8 piercing plus 1d6 chaotic
Melee tail +18 (chaotic, magical, reach 15 feet), Damage 2d8+8 bludgeoning plus 1d6 chaotic and Grab
Melee tentacle +18 (agile, chaotic, magical, reach 10 feet), Damage 2d8+6 piercing plus 1d6 chaotic and confounding slam
Divine Innate Spells DC 26, attack +16; 5th dimension door; 4th acid arrow, solid fog; 3rd shatter (at will); 2nd obscuring mist (at will); 1st detect alignment (at will, lawful only); Constant (4th) freedom of movement
Adaptive Strike (divine, polymorph, transmutation) The naunet chooses adamantine, cold iron, or silver; its melee Strikes count as that type for 1 minute or until it uses Adaptive Strike again.
Change Shape (concentrate, divine, polymorph, transmutation) The naunet can take the appearance of any Small, Medium, or Large animal, beast, or humanoid. This doesn't change its Speed or its attack and damage bonuses with its Strikes but might change the damage type its Strikes deal.
Confounding Slam (divine, emotion, enchantment, mental) A creature hit by the naunet's tentacle Strike is stupefied 2 for 1d4 rounds (DC 24 Will negates). If the creature was already stupefied in this way, the duration extends by 1 round instead. A chaotic creature is only stupefied 1 instead.
Constrict 1d8+8 bludgeoning, DC 26
Bestiary, page 267.
Open Naunet in the interactive creatures list or browse all creatures starting with N.