Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+4 status vs. mental
Ability
Arcane Prepared Spells
DC 44, attack +36; 10th time stop; 9th disjunction, magic missile, project image; 8th contingency (already cast), illusory scene (already cast), mind blank (already cast); 7th fireball, reverse gravity, veil; 6th baleful polymorph, feeblemind, true seeing; 5th black tentacles, dimension door, mind probe; 4th fly, invisibility, suggestion; 3rd blindness, earthbind, slow; 2nd glitterdust, mirror image, ventriloquism; 1st charm, command, ray of enfeeblement; Cantrips (10th) acid splash, daze, electric arc, ray of frost, shield
Ability
Contingency
Circumstance: Trigger: The Wriggling Man is reduced to 50 or fewer HP;
Dimension door, heightened to 5th level, teleports the Wriggling Man to area M6.
Ability
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.
Ability
Effortless Concentration
Circumstance: Trigger: The wriggling man's turn begins.
The Wriggling Man immediately gains the effects of the Sustain a Spell action, allowing him to extend the duration of an active spell.
Ability
Quickened Casting
Frequency: once per day
Effect: When the Wriggling Man casts a spell of 8th level or lower, reduce the number of actions to cast it by 1 (minimum 1 action).
Ability
Squirming Embrace
The worm that walks Strides, ending its movement sharing a space with a creature, and deals 8d8 piercing damage to the creature. The creature can attempt a basic Reflex save with a DC of 44.
Ability
Swarm Shape
(concentrate) 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.
Offense
Melee
Circumstance: combat round (melee)
tendril +36 [+31/+26] (reach 10 feet), Damage 4d12+13 persistent piercing damage
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Trait
Swarm
A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.
Immunity
disease
paralyzed
poison
precision
swarm mind
unconscious
Item
+2 greater fire resistant greater resilient leather armor
bag of holding type IV (containing small library of spellbooks containing all of his prepared spells
major staff of transmutation
Language
Abyssal
Aklo
Common
Draconic
Sylvan
Terran
Undercommon
Perception
darkvision
tremorsense (imprecise) 30 feet
Resistance
fire 10
physical 20
Weakness
area damage 20
splash damage 20