Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
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. Typically, this requires the application of an area effect or splash weapon within 1 round to the space where the worm that walks collapsed. After any amount of area or splash damage is dealt to that space, the character dealing the damage must attempt a DC 15 flat check. Each subsequent area or splash damage effect performed on the area reduces the DC of this flat check by 2, to a minimum of DC 5. If any of these flat checks succeed, none of the worms escape, and the worm that walks is destroyed permanently. At the GM's discretion, clever means of trapping or otherwise detaining the vermin may extend the time allowed to finish off the worm that walks.
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
Occult Spontaneous Spells
DC 34, attack +26; 7th phantasmal killer, visions of danger, warp mind (3 slots); 6th dispel magic, dominate, paranoia, summon entity (4 slots); 5th black tentacles, mind probe, phantom pain, subconscious suggestion (4 slots); 4th dimension door, modify memory, suggestion, veil (4 slots); 3rd dream message, haste, hypercognition, slow (4 slots); 2nd comprehend language, illusory creature, mirror image, undetectable alignment (4 slots); 1st charm, illusory disguise, mindlink, ray of enfeeblement (4 slots); Cantrips (7th) daze, detect magic, light, mage hand, shield
Ability
Squirming Embrace
The worm that walks Strides, ending its movement sharing a space with a creature, and deals 5d8 piercing damage to the creature. The creature can attempt a DC 32 basic Reflex save.
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 +29 [+24/+19] (reach 10 feet), Damage 4d8+14 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
Language
Aklo
Common
Perception
darkvision
tremorsense (imprecise) 30 feet
Resistance
physical 10
Weakness
area damage 10
splash damage 10