Monster Dossier
Worm That Walks Cultist
Worm That Walks Cultist is a fantasy monster entry from source B2.
Traits
uncommoncemediumaberrationswarm
Rules & statistics
Monster Profile
Perception
25
Senses
- Name
- darkvision
- Type
- imprecise
- Name
- tremorsense
- Range
- 30
Languages
- Languages
- aklo
- common
Skills
- Acrobatics
- 24
- Deception
- 28
- Intimidation
- 26
- Occultism
- 27
- Society
- 23
- Stealth
- 28
Ability Mods
- Str
- 5
- Dex
- 8
- Con
- 5
- Int
- 5
- Wis
- 4
- Cha
- 8
Defenses
- Ac
- Std
- 36
- Abilities
- all-around vision
- Saving Throws
- Fort
- 23
- Ref
- 28
- Will
- 26
- Hp
- Hp
- 200
- Abilities
- fast healing 10
- Immunities
- poison
- precision
- disease
- paralyzed
- swarm mind
- unconscious
- Weaknesses
- Amount
- 10
- Name
- area damage
- Amount
- 10
- Name
- splash damage
- Resistances
- Amount
- 10
- Name
- physical
Speed
- Walk
- 30
Attacks
- Range
- Melee
- Name
- tendril
- Attack
- 29
- Traits
- reach
- Damage
- 4d8+14 persistent damage||persistent piercing damage
- Types
- persistent
Spellcasting
- Type
- Spontaneous
- Tradition
- occult
- DC
- 34
- Attack
- 26
- Entry
- 0
- Level
- 7
- Spells
- Name
- daze
- Name
- detect magic
- Name
- light
- Name
- mage hand
- Name
- shield
- 1
- Slots
- 4
- Spells
- Name
- charm
- Name
- illusory disguise
- Name
- mindlink
- Name
- ray of enfeeblement
- 2
- Slots
- 4
- Spells
- Name
- comprehend language
- Name
- illusory creature
- Name
- mirror image
- Name
- undetectable alignment
- 3
- Slots
- 4
- Spells
- Name
- dream message
- Name
- haste
- Name
- hypercognition
- Name
- slow
- 4
- Slots
- 4
- Spells
- Name
- dimension door
- Name
- modify memory
- Name
- suggestion
- Name
- veil
- 5
- Slots
- 4
- Spells
- Name
- black tentacles
- Name
- mind probe
- Name
- phantom pain
- Name
- subconscious suggestion
- 6
- Slots
- 4
- Spells
- Name
- dispel magic
- Name
- dominate
- Name
- paranoia
- Name
- summon entity
- 7
- Slots
- 3
- Spells
- Name
- phantasmal killer
- Name
- visions of danger
- Name
- warp mind
Abilities
- Mid
- Entries
- 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. 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.
- Name
- Discorporate
- Bot
- Activity
- Number
- 1
- Unit
- action
- Entries
- 5d8 piercing, 32
- Name
- Squirming Embrace
- Activity
- Number
- 1
- Unit
- action
- Traits
- concentrate
- Entries
- 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.
- Name
- Swarm Shape
Background
Lore
No lore provided.