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Human Worm That Walks

Although this robed wizard stands and moves like a man, his body is a writhing mass of squirming, slippery worms.

Worm That Walks (Human) CR 14

XP 38,400
Human worm that walks conjurer 13
NE Medium vermin (augmented human)
Init +8; Senses blindsight 30 ft., darkvision 60 ft.; Perception +22

DEFENSE

AC 23, touch 17, flat-footed 18 (+6 armor, +4 Dex, +1 dodge, +2 insight)
hp 113 (13d6+65); fast healing 14
Fort +11, Ref +12, Will +13
Defensive Abilities worm that walks traits; DR 15/—; Immune critical hits, disease, paralysis, poison, sleep

OFFENSE

Speed 30 ft.
Melee slam +10 (1d4–1 plus grab)
Special Attacks discorporate, grab (Large), squirming embrace
Arcane School Spell-Like Abilities (CL 13th; concentration +18)

At willdimensional steps (390 feet/day)
8/dayacid dart (1d6+6 acid)

Conjurer Spells Prepared (CL 13th; concentration +18)

Opposition Schools Evocation, Necromancy

STATISTICS

Str 8, Dex 18, Con 17, Int 20, Wis 12, Cha 10
Base Atk +6; CMB +5 (+13 grapple); CMD 26
Feats Arcane Armor Training, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, DiehardB, Dodge, Improved Initiative, Light Armor Proficiency, Scribe Scroll, Toughness, Weapon Finesse
Skills Craft (alchemy) +21, Fly +20, Intimidate +13, Knowledge (arcana) +21, Knowledge (dungeoneering) +21, Knowledge (planes) +21, Perception +22, Sense Motive +9, Spellcraft +21, Stealth +12; Racial modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aklo, Common, Infernal
SQ arcane bond (staff), summoner’s charm (6 rounds)
Gear +4 leather armor, cloak of resistance +4, staff of charming

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