Monster Dossier

Conqueror Worm

Conqueror Worm is a fantasy monster entry from source NGD.

Level 21

Traits

rarenegargantuanaberration

Rules & statistics

Monster Profile

Perception

37

Senses

  • Name
    greater darkvision
  • Name
    tremorsense
    Range
    Unit
    feet
    Number
    100
    Type
    precise
  • Name
    true seeing

Languages

Languages
  • abyssal
  • aklo
  • celestial
  • common
  • draconic

Skills

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

Ability Mods

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

Defenses

Ac
46
Saving Throws
Fort
35
Ref
32
Will
38
Hp
  • Hp
    460
Immunities
  • acid
  • disease
  • mental
Weaknesses
  • Name
    good
    Amount
    20
  • Name
    piercing
    Amount
    20
Resistances
  • Name
    acid
    Amount
    20

Speed

Walk
40
Burrow
30
Abilities
  • air walk

Attacks

  • Range
    Melee
    Traits
    • acid
    • magical
    • reach
    Name
    jaws
    Attack
    39
    Damage
    4d10+18 piercing plus 2d6 acid and Improved Grab

Spellcasting

  • Tradition
    occult
    Type
    Spontaneous
    DC
    48
    Attack
    38
    Entry
    0
    Level
    10
    Spells
    • Name
      daze
    • Name
      detect magic
    • Name
      mage hand
    • Name
      shield
    • Name
      telekinetic projectile
    1
    Slots
    4
    Spells
    • Name
      mindlink
    • Name
      sanctuary
    • Name
      true strike
    • Name
      ventriloquism
    2
    Slots
    4
    Spells
    • Name
      death knell
    • Name
      misdirection
    • Name
      status
    • Name
      telepathic maneuver
    3
    Slots
    4
    Spells
    • Name
      enthrall
    • Name
      fear
    • Name
      hypercognition
    • Name
      nondetection
    4
    Slots
    4
    Spells
    • Name
      confusion
    • Name
      dream message
    • Name
      modify memory
    • Name
      outcast's curse
    5
    Slots
    4
    Spells
    • Name
      dimension door
    • Name
      mind probe
    • Name
      sending
    • Name
      synesthesia
    6
    Slots
    4
    Spells
    • Name
      dominate
    • Name
      feeblemind
    • Name
      scrying
    • Name
      zealous conviction
    7
    Slots
    4
    Spells
    • Name
      magic missile
    • Name
      possession
    • Name
      project image
    • Name
      warp mind
    8
    Slots
    4
    Spells
    • Name
      discern location
    • Name
      dispel magic
    • Name
      mind blank
    • Name
      unrelenting observation
    9
    Slots
    4
    Spells
    • Name
      foresight
    • Name
      overwhelming presence
    • Name
      subconscious suggestion
    • Name
      telepathic demand
    10
    Slots
    2
    Spells
    • Name
      fabricated truth
    • Name
      time stop
  • Tradition
    occult
    Type
    Innate
    DC
    48
    Entry
    9
    Spells
    • Name
      mind reading
      Amount
      at will
    10
    Spells
    • Name
      dominate
    Constant
    9
    Spells
    • Name
      air walk
    • Name
      true seeing

Abilities

Top
  • Name
    Dwarven, Elven, Halfling, Infernal, Undercommon
    Entries
    • telepathy 200 feet
  • Name
    Convincing Telepathy
    Traits
    • enchantment
    • mental
    • occult
    Entries
    • 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.
Mid
  • Name
    Mental Invader
    Activity
    Number
    1
    Unit
    reaction
    Traits
    • 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
    Entries
    • The conqueror worm infects the mind of the creature, allowing it to mentally contact the creature from afar.
    • The creature must attempt a 48 Will saving throw and is temporarily immune for 1 year.
    • Type
      successDegree
      Entries
      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||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.
  • Name
    Telepathic Escape
    Traits
    • enchantment
    • incapacitation
    • mental
    • occult
    • possession
    Entries
    • 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 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 48 Will save or become permanently stupefied||stupefied 1 (or increase its stupefied value by 1) and increasingly pale, balding, and bloated.
    • When the host reaches stupefied||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.
Bot
  • Name
    Breath Weapon
    Activity
    Number
    2
    Unit
    action
    Traits
    • evocation
    • acid
    • occult
    Entries
    • The conqueror worm disgorges acid in a 120-foot-line that deals 14d10 acid damage to all creatures in the area (44 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
  • Name
    Fast Swallow
    Activity
    Number
    1
    Unit
    reaction
    Trigger
    The conqueror worm Grabs a creature
    Entries
    • The worm uses Swallow Whole.
  • Name
    Muster Minions
    Activity
    Number
    3
    Unit
    action
    Traits
    • conjuration
    • teleportation
    Entries
    • 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.
  • Name
    Swallow Whole
    Activity
    Number
    1
    Unit
    action
    Entries
    • Huge, 4d10+10 bludgeoning plus 2d6 acid, Rupture 44

Background

Lore

No lore provided.