Worm That Walks Cultist
A seething colony of carrion worms wears a dead spellcaster's shape like a mask, and cutting it down only scatters it into a writhing flood.
A worm that walks wears the shape of a person, but that shape is a lie: a seething colony of carrion worms holding the form of a long-dead spellcaster, animated by the will that refuses to let the body rot in peace. Cut it down and the illusion breaks apart into a writhing flood.
In play
Discorporate 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.
Level 14
Perception +25 · Senses darkvision, tremorsense (imprecise) 30 feet · Languages Aklo, Common · Skills Acrobatics +24, Deception +28, Intimidation +26, Occultism +27, Society +23, Stealth +28
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +5 | +8 | +5 | +5 | +4 | +8 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 36 | +23 | +28 | +26 |
HP 200 · Immunities disease, paralyzed, poison, precision, swarm mind, unconscious · Resistances physical 10 · Weaknesses area damage 10, splash damage 10
Speed 30 feet
Actions
- Melee Tendril [Single Action] +29 (reach 10 ft), Damage 4d8+14 persistent piercing damage