Worm That Walks (CR 17/MR 7)

Although this robed wizard stands and moves like a man, his body is a writhing mass of squirming, slippery worms.

Mythic Worm That Walks (CR 17/MR 7)
XP 102,400
Pathfinder RPG Bestiary 2
Human mythic worm that walks conjurer 13
NE Medium vermin (augmented human, mythic)
Init +15MF; Senses blindsight 120 ft., darkvision 60 ft.; Perception +22

Defense

AC 33, touch 20, flat-footed 28 (+6 armor, +4 Dex, +1 dodge, +5 insight, +7 natural)
hp 168 (13d6+107); fast healing 17
Fort +12, Ref +12, Will +13
Defensive Abilities worm that walks traits; DR 15/—; Immune critical hits, disease, paralysis, poison, sleep, weapon damageMA; SR 32MA

Offense

Speed 30 ft.
Melee squirming embrace +10 touch (6d6–1 plus distraction and infestation) or slam +10 (1d4–1 plus grab)
Special Attacks arcane surgeMA, coordinated consumptionMA, corpse-crawlingMA, discorporate, grab (Large), infestationMA (DC 27), mythic power (7/day, surge +1d10), squirming embrace, swarm spawnMA

Arcane School Spell-Like Abilities (CL 13th; concentration +18)
At will—dimensional steps (390 feet/day)
8/day—acid dart (1d6+6 acid)

Conjurer Spells Prepared (CL 13th; concentration +20)
7th—plane shift (DC 24), project image
6th—acid fog, disintegrateMS (DC 23), summon monster VI
5th—cloudkillMS (DC 22), dismissal (DC 22), shadow evocation (DC 22), telekinesisMS (DC 22), teleport
4th—black tentaclesMS, confusionMS (DC 21), dimension doorMS (2), phantasmal killerMS (DC 21), summon monster IV
3rd—dispel magicMS, flyMS, protection from energy, slowMS (DC 20), stinking cloud (DC 20), summon monster III
2nd—acid arrow, detect thoughts (DC 19), fog cloud, glitterdust (DC 19), invisibilityMS, summon swarm
1st—charm person (DC 18), feather fall, greaseMS (DC 18), obscuring mist, protection from goodMS, reduce person (DC 18)MS, shield
0 (at will)—detect magic, mage hand, prestidigitation, read magic
Opposition Schools Evocation, Necromancy

Statistics

Str 8, Dex 18, Con 19, Int 24, Wis 12, Cha 10
Base Atk +6; CMB +5 (+20 grapple); CMD 33
Feats Arcane Armor Training, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, DiehardB, Dodge, Extra Mythic Power, Improved InitiativeMF, Light Armor Proficiency, Mythic Spell Lore (2), Scribe Scroll, Toughness, Weapon Finesse
Skills Craft (alchemy) +23, Disguise +13, Fly +20, Intimidate +13, Knowledge (arcana, dungeoneering, planes) +23, Perception +22, Sense Motive +15, Spellcraft +23, Stealth +19; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aklo, Common, Infernal
SQ arcane bond (staff ), mythic potencyMA, summoner’s charm (6 rounds), tenacious

Ecology

Environment any
Organization solitary
Treasure NPC Gear (+4 leather armor, cloak of resistance +4, staff of charming)


Creating a Mythic Worm That Walks

“Mythic worm that walks” is an acquired template that can be added to any creature with the worm that walks template (referred to hereafter as the base worm that walks). A mythic worm that walks uses the base worm that walks’s stats and abilities except as noted here.

Mythic Subtype: A mythic worm that walks gains the mythic subtype, with a rank equal to half the CR of the base worm that walks. A mythic worm that walks gains additional abilities depending on the base worm that walks’s CR instead of the mythic abilities it would get for having a rank. The mythic worm that walks gains all other benefits of having the mythic subtype: ability score bonuses, bonus hit points, mythic feats, mythic power, natural armor bonus, and spell resistance increase (if any).

CR: Adjust the base worm that walks’s CR according to its mythic rank (this template doesn’t increase the base worm that walks’s CR other than from the mythic rank). Note that a mythic worm that walks’s abilities on Table 1 depend on the base worm that walks’s CR, not the final CR of the mythic worm that walks.

Tier: A worm that walks with mythic tiers that becomes a mythic worm that walks loses its tiers (and all abilities from those tiers) and gains abilities from the mythic worm that walks template, according to the base worm that walks’s CR.

Mythic Worm That Walks Abilities
Base Creature CR Mythic Rank Mythic Abilities
1-3 1st Coordinated consumption, mythic potency
4-5 2nd Swarmspawn
6-7 3rd Blindsight 60 ft., immune to weapon damage
8-9 4th Infestation
10-11 5th Spell resistance
12–13 6th Blindsight 120 ft., corpse-crawling
14–15 7th Augmented spellcasting
16–17 8th Corpse-crawl spawn
18–19 9th Blindsight 240 ft., enhanced spellcasting
20+ 10th Resilient resurrection

Coordinated Consumption (Ex): A mythic worm that walks coordinates its swarm attacks better than a typical worm that walks, and deals swarm damage one step higher than a nonmythic worm that walks of its HD would normally cause. In addition, a mythic worm that walks’s swarm damage is doubled against helpless or nauseated targets.

Discorporate (Su): While discorporated, a mythic worm that walks retains all of its defensive abilities, but replaces worm that walks traits with standard swarm traits. It loses its slam attack but gains a swarm attack that deals damage equal to its squirming embrace attack. It loses its squirming embrace special attack but retains all others. A mythic worm that walks can reform into its true form (including equipping all gear in reach) as a move action as long as it has at least 1 hit point.

Mythic Potency (Su): A mythic worm that walks adds its rank to the save DC for its swarms’ distraction ability, and to the racial bonuses from its tenacious ability. It adds half its rank (minimum 1) to its insight bonus to AC.

Swarm Spawn (Su): At 2nd rank, a mythic worm that walks can use its squirming embrace ability as a melee touch attack, or as a free action against a grappled foe. A mythic worm that walks can have a number of embraced targets at any one time equal to 1 plus half its mythic rank. A worm swarm has hit points equal to the worm that walks’s mythic bonus hit points, and retains all of the mythic worm that walks’s defensive abilities, but replaces worm that walks traits with standard swarm traits. Its swarm attack deals damage equal to the mythic worm that walks’s squirming embrace attack. If the mythic worm that walks moves further than its blindsight range from a worm swarm or dismisses a swarm (a free action), the swarm dies.

Blindsight (Ex): At 3rd rank, a mythic worm that walks’s blindsight increases to 60 feet. At 6th rank, it increases to 120 feet, and at 9th rank, it increases to 240 feet.

Immune to Weapon Damage (Ex): At 3rd rank, a mythic worm that walks is immune to all weapon damage.

Infestation (Ex): At 4th rank, any creature that takes swarm damage from a mythic worm that walks, including from any swarm spawn, must succeed at a Reflex save or become infested. The save DC equals 10 + 1/2 the mythic worm that walks’s HD + its Con modifier + its mythic rank. On a failed save, the infested creature takes 1d3 points of Strength and Constitution damage per round as the worms burrow through and consume its flesh and blood— this effect continues each round the victim remains subject to the swarm damage and for 1d6 rounds thereafter. Any energy-based attack (including damage from negative energy) that deals damage equal to at least twice the mythic worm that walks’s mythic rank to the victim automatically destroys all of the worms infesting it, ending the effect prematurely. Additionally, any effect that removes disease instantly ends a mythic worm that walks’s infestation. Immunity to disease offers no defense. Wind effects that affect an infesting swarm’s target have no effect on the swarm. The save DC is Constitution-based.

Spell Resistance (Su): At 5th rank, a mythic worm that walks and its swarm spawn gain spell resistance equal to 11 + the base worm that walks’ CR (before adding the worm that walks’ mythic rank to its SR from the mythic subtype).

Corpse-Crawling (Ex): At 6th rank, a discorporated mythic worm that walks that infests a corpse within one size category of the mythic worm that walks can transform the corpse into a worm zombie under its control. Worm zombies do not gain DR 5/slashing or the staggered condition but otherwise follow normal rules. When killed, the zombie collapses in a pile of worms and the worm within is released into the zombie’s space or an adjacent square. Attacks against a worm zombie deal half damage to the mythic worm that walks as well, although the mythic worm that walks’s defensive abilities, DR, SR, resistances, and immunities may negate some or all of this damage.A worm zombie’s skin crawls visibly with the worms within it, though the worm that walks can disguise its worm zombie as a normal zombie with a Disguise check, with a –4 penalty if the host smaller than itself.

A mythic worm that walks can abandon its worm zombie as an immediate action, destroying it and releasing itself as above, or as a full-round action, leaving the corpse intact. A remove disease or heal spell cast on an inhabited corpse forces the mythic worm that walks to abandon it if the caster overcomes the mythic worm that walks’s spell resistance.

Augmented Spellcasting (Su): At 7th rank, a mythic worm that walks selects one of the following archmage or hierophant abilities: arcane surge, inspired spell, recalled blessing, or wild arcana. Once chosen, this selection can’t be changed.

Corpse-Crawl Spawn (Ex): At 8th rank, swarm spawn created by a mythic worm that walks gain the mythic worm that walks’s corpse crawling ability, transforming infested corpses of an appropriate size into worm zombies. Attacks against the worm zombie deal half damage to the inhabiting worm swarm rather that to the mythic worm that walks, although the worm swarm’s defensive abilities, DR, SR, resistances, and immunities may negate some or all of this damage. A mythic worm that walks can attempt a Disguise check to conceal its swarm spawn’s inhabitation of a corpse, with the usual –4 penalty if it is inhabiting a host of a smaller size.

A swarm spawn cannot abandon a host corpse, however, and a remove disease or heal spell cast on the corpse that overcomes the worm swarm’s spell resistance kills it.

Enhanced Spellcasting (Su): At 9th rank, a mythic worm that walks gains the ability to treat its 1st-level spells like cantrips or orisons. If the mythic worm that walks is a spontaneous caster, its 1st-level spells known don’t consume spell slots and can be used again. If the mythic worm that walks prepares spells, its 1st-level spell slots aren’t expended when cast and can be used again. Using metamagic feats or other abilities that alter the spell slot of a spell aren’t affected by this ability (for example, a quickened magic missile uses a 5th-level spell slot and is expended when cast).

Resilient Resurrection (Su): At 10th rank, a mythic worm that walks gains a +4 deflection bonus to AC, a +4 resistance bonus to saving throws, and immunity to the following conditions: dazed, exhausted, fatigued, nauseated, sickened, and stunned.

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