Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Breath Weapon
(evocation, acid, occult) The conqueror worm disgorges acid in a 120-foot-line that deals 14d10 acid damage to all creatures in the area (DC 44 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Convincing Telepathy
(enchantment, mental, occult) 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.
Ability
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.
Ability
Critical Success
The target is unaffected and can't be affected by the conqueror worm's Mental Invader ever again.
Ability
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.
Ability
Fast Swallow
Circumstance: Trigger: The conqueror worm Grabs a creature;
The worm uses Swallow Whole.
Ability
Mental Invader
Circumstance: Trigger: A creature communicates telepathically with the conquero
The conqueror worm infects the mind of the creature, allowing it to mentally contact the creature from afar. The creature must attempt a DC 48 Will saving throw and is temporarily immune for 1 year.
Ability
Muster Minions
(conjuration, teleportation) 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.
Ability
Occult Innate Spells
DC 48; 10th dominate; 9th mind reading (at will); Constant (9th) air walk, true seeing
Ability
Occult Spontaneous Spells
DC 48, attack +38; 10th fabricated truth, time stop (2 slots); 9th foresight, overwhelming presence, subconscious suggestion, telepathic demand (4 slots); 8th discern location, dispel magic, mind blank, unrelenting observation (4 slots); 7th magic missile, possession, project image, warp mind (4 slots); 6th dominate, feeblemind, scrying, zealous conviction (4 slots); 5th dimension door, mind probe, sending, synesthesia (4 slots); 4th confusion, dream message, modify memory, outcast's curse (4 slots); 3rd enthrall, fear, hypercognition, nondetection (4 slots); 2nd death knell, misdirection, status, telekinetic maneuver (4 slots); 1st mindlink, sanctuary, true strike, ventriloquism (4 slots); Cantrips (10th) daze, detect magic, mage hand, shield, telekinetic projectile
Ability
Success
The target is stupefied 1 for 1 minute.
Ability
Swallow Whole
Huge, 4d10+10 bludgeoning plus 2d6 acid, Rupture 44
Ability
Telepathic Escape
(enchantment, incapacitation, mental, occult, possession) 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 DC 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 DC 48 Will save or become permanently stupefied 1 (or increase its stupefied value by 1) and increasingly pale, balding, and bloated. When the host reaches 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.
Offense
Melee
Circumstance: combat round (melee)
jaws +39 [+34/+29] (acid, magical, reach 20 feet), Damage 4d10+18 piercing plus 2d6 acid and Improved Grab
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Immunity
acid
disease
mental
Language
Abyssal
Aklo
Celestial
Common
Draconic
Dwarven
Elven
Infernal
telepathy 200 feet
Undercommon
Perception
greater darkvision
tremorsense (imprecise) 100 feet
true seeing
Resistance
acid 20
Weakness
good 20
piercing 20