Vermlek
Creature 3- Perception
- +8; darkvision
- Languages
- Chthonian, Draconic, Empyrean, telepathy 100 feet
- Skills
- Acrobatics +8, Athletics +10, Deception +7, Stealth +8
- Str +3, Dex +1, Con +4, Int +0, Wis +1, Cha +2
- Items
- longsword
Telepathy 100 feet (aura, magical, mental)
- AC
- 16 (19 while Inhabiting a Body); Fort +11, Ref +8, Will +6
- HP
- 55; Weaknesses cold iron 5, holy 5, sonic 5
Recoil from Wasted Opportunities Vermleks can't stand the sight of a good meal presented and then swiftly taken away. Whenever a Dying creature within sight of the vermlek has its dying condition removed, the vermlek takes 1d6 mental damage.
- Speed
- 25 feet, burrow 15 feet
Melee ◆ bite +12 (unarmed, unholy), Damage 2d8+3 bludgeoning
Melee ◆ fist +12 (agile, unarmed, unholy), Damage 2d6+3 bludgeoning
Melee ◆ longsword +12 (unholy, versatile p), Damage 1d8+4 slashing
Divine Innate Spells DC 19; 3rd fear, harm
Abandon Body ◆◆ (manipulate) Requirements The vermlek is Inhabiting a Body
Effect The vermlek crawls out of the body they are inhabiting, devouring much of the body's remaining flesh and regaining 10 healing Hit Points in the process. The corpse they leave behind is little more than a husk.
Inhabit Body ◆◆◆ (manipulate) Requirements The vermlek isn't already Inhabiting a Body
Effect The vermlek crawls into the body of an adjacent Medium humanoid that has been dead for no more than 1 week, consuming the bulk of the victim's skeleton and internal organs as they do so and cramming themself into the cavity. As long as they Inhabit a Body, the vermlek loses their bite attack, can wield weapons like a humanoid, gains a +3 circumstance bonus to AC, and gains a +3 circumstance bonus to Deception checks to Impersonate the creature they are inhabiting.
Unsettling Movement (emotion, fear, mental, visual) Whenever the vermlek Abandons a Body or Inhabits a Body, all creatures within 30 feet who can see the vermlek must succeed at a DC 19 Will save or become Frightened 1. On a critical failure, the creature is frightened 1 and Sickened 1. Regardless of the result, creatures are immune to the same vermlek's unsettling movement for 24 hours.
Source: Pathfinder Monster Core 2