Protean, Voidworm (CR 3/MR 1)

This tiny, iridescent serpent slithers through empty space, the air around it distorting as if from heat.

Mythic Voidworm (CR 3/MR 1)
XP 800
Pathfinder Roleplaying Game Bestiary 2
CN Tiny outsider (chaotic, extraplanar, mythic, protean, shapechanger)
Init +3; Senses blindsense 30 ft., darkvision 30 ft., detect law; Perception +8


AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 26 (3d10+10); fast healing 2
Fort +1, Ref +6, Will +2
Defensive Abilities amorphous anatomy, freedom of movement; Immune acid; Resist electricity 10, sonic 10


Speed 20 ft., fly 50 ft. (perfect)
Melee bite +8 (1d3+3), tail slap +3 (1d3+3 plus confusion)
Space 2-1/2 ft.; Reach 0 ft.

Spell-Like Abilities (CL 6th; concentration +7)
Constant—detect law
At will—dancing lights, ghost sound (DC 11), prestidigitation
3/day—blur (self only), obscuring mist
1/week—commune (CL 12th, 6 questions)


Str 7, Dex 17, Con 10, Int 8, Wis 8, Cha 13
Base Atk +3; CMB +4; CMD 12 (can’t be tripped)
Feats Skill Focus (Perception), Weapon FinesseMF
Skills Acrobatics +9 (+5 jump), Bluff +7, Escape Artist +7, Fly +19, Knowledge (arcana) +5, Perception +8, Stealth +15
Languages Common, Protean
SQ change shape (2 forms, both of which must be Tiny animals; beast shape II), mythic masterMA, spatial slitherMA


Environment any (Limbo)
Organization solitary, pair, or school (3–18)
Treasure none

Special Abilities

Confusion (Su) A creature struck by a voidworm’s tail slap must make a DC 12 Will save or become confused for 1 round. This is a mind-affecting effect. The save DC is Charisma-based.

Mythic Master (Su) A chaotic neutral spellcaster with the mythic Improved Familiar feat can call a mythic voidworm as a familiar. A mythic voidworm’s master gains Mythic Spell Lore as a bonus feat as long as the mythic voidworm is adjacent. However, the spells its master selects with this feat must have the chaotic descriptor or the illusion (pattern) subschool.

Spells which can have multiple descriptors, such as summon monster and planar binding, can be selected with this feat but can be cast as mythic spells only when cast with the chaotic descriptor. Its master also gains 1 additional use of mythic power per day, but this use can only be used to augment a spell with the chaotic descriptor or that causes madness or confusion.

At the GM’s option, instead of the voidworm’s master selecting any spells it wishes with the chaotic descriptor or the illusion (pattern) subschool, its master can instead choose the spells it gains from this Mythic Spell Lore feat from the bloodline spells of the Protean sorcerer bloodline and/or the domain spells of the Chaos cleric domain or the Entropy or Protean subdomain.

Spatial Slither (Su) Mythic voidworms can burrow into the metafibrous substrate of reality, violating basic rules of physical geometry. As a swift action, a mythic voidworm can extend its reach into an adjacent square until the end of its turn. Alternatively, while moving it can use a swift action to exit its square and emerge into a non-adjacent square up to 10 feet away in any direction. This distance does not count against its movement for the round, and it can continue moving after this teleportation.

If a voidworm uses this ability while not moving or attacking, it simply slips in and out of reality within its square, as blink. If an attack would reduce a mythic voidworm below 0 hit points, it can expend one use of its mythic power as an immediate action to replace itself with an illusory duplicate and teleport to any open square within 10 feet of its current position. It takes no damage from a targeted attack (and no damage if it is able to move completely out of an area effect), which instead destroys its illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the teleportation target square.

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