Worm Prophet
Creature 12- Perception
- +23; darkvision, tremorsense (imprecise) 30 feet
- Languages
- Aklo, Chthonian, Common, Empyrean
- Skills
- Acrobatics +20, Diplomacy +22, Intimidation +24, Performance +22, Religion +25, Stealth +22
- Str +5, Dex +2, Con +4, Int +3, Wis +7, Cha +6
- Items
- warhammer, religious symbol (silver) (10)
- AC
- 32 all-around vision; Fort +20, Ref +20, Will +25
- HP
- 160; Immunities precision, swarm mind, unconscious; Weaknesses area damage 10, splash damage 10; Resistances physical 10, poison 10, spirit 10
All-Around Vision
Swarm Mind
Discorporate When the swarm strider is reduced to 0 HP, their constituent creatures collapse, scattering on the ground under their space and each adjacent square. If even one of the creatures gets away, the swarm strider can eventually re-form over 1d10 days (potentially longer in areas where there are few invertebrates). The scattered invertebrates must be destroyed within 1 round to destroy the swarm strider permanently. The invertebrates have a collective pool of 40 HP, and the same AC, saves, immunities, resistances, and weaknesses as the swarm strider. The invertebrates can't take actions but they escape automatically once the round elapses. At the GM's discretion, clever means of trapping or eliminating the creatures might be sufficient to destroy the swarm strider.
- Speed
- 25 feet, burrow 15 feet
Melee ◆ warhammer +24 (shove), Damage 2d8+11 bludgeoning
Melee ◆ fist +24 (agile, finesse, nonlethal, unarmed), Damage 1d4+1 bludgeoning
Divine Prepared Spells DC 33, attack +25; 6th blessed boundary, vampiric exsanguination; 5th spiritual guardian; 4th divine wrath, fly, talking corpse; 3rd crisis of faith; 2nd dispel magic; 1st heal; Cantrips (1st) daze, detect magic, divine lance, message, shield
A Thousand Mouths In Prayer ◆ (divine, healing) The worm prophet's constituent creatures whisper countless paeans to their gods. The worm prophet attempts to counteract (counteract modifier +24, counteract rank 6) an effect on a creature within 30 feet that's imposing one of the following conditions: Blinded, Clumsy, Dazzled, Deafened, Enfeebled, Frightened, persistent damage, Sickened, Slowed, or Stupefied. Once the worm prophet successfully counteracts an effect in this way, it can't do so again for 1d4 rounds.
Clinging Remnants A swarm strider's melee Strikes and ranged Strikes made against targets within their weapon's first range increment deposit biting vermin on the target, dealing 3d4 persistent piercing damage.
Draw Bugs ◆ (healing) The swarm strider draws more arthropods from the environment around them to reconstitute some of their damaged body. They regain 15 HP. At the GM's discretion, the swarm strider doesn't recover HP in areas where there aren't enough arthropods to call to themselves.
Squirming Embrace ◆ The swarm strider Strides. If they end their movement sharing a space with a creature, they deal 4d6 piercing damage to the creature, with a DC 32 basic Reflex. The swarm strider can Burrow, Climb, Fly, or Swim instead of Striding if they have the corresponding movement type.
Swarm Shape ◆ (concentrate) The swarm strider collapses into a shapeless swarm of their constituent creatures. They drops all items in their possession. In this form, the swarm strider can't use attack actions and can't cast spells, but they can move through areas small enough for their constituent creatures to fit without having to Squeeze. They can use the same action to coalesce from their swarm shape back into their normal form.
Source: Pathfinder Monster Core 2