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Worm That Walks, Locust

Hordes of swarming locusts coalesce to make up the form of a humanoid woman carrying a scythe, a demonic symbol emblazoned on her chest.

Worm that Walks (Locust Variant) CR 8

XP 4,800
Female human worm that walks cleric 7
CE Medium vermin (augmented human)
Init +2; Senses blindsight 30 ft., darkvision 60 ft.; Perception +15

DEFENSE

AC 19, touch 19, flat-footed 16 (+1 deflection, +2 Dex, +1 dodge, +5 insight)
hp 77 (7d8+42); fast healing 8
Fort +9, Ref +4, Will +10
Defensive Abilities worm that walks traits; DR 15/—; Immune disease, paralysis, poison, sleep

OFFENSE

Speed 30 ft.
Melee mwk scythe +8 (2d4+1/.4) or slam +6 (1d4+1 plus grab)
Special Attacks discorporate, channel negative energy 6/day (DC 16, 4d6), destructive smite (+3, 8/day), squirming embrace, tenacious
Spell-Like Abilities (CL 7th; concentration +12)

8/day—touch of evil (3 rounds)

Cleric Spells Prepared (CL 7th; concentration +12)

D domain spell; Domains Destruction, Evil

STATISTICS

Str 13, Dex 14, Con 18, Int 8, Wis 20, Cha 12
Base Atk +5; CMB +6 (+14 grapple); CMD 29 (33 vs. grapple)
Feats DiehardB, Dodge, Extra Channel, Improved Channel, Toughness, Weapon Focus (scythe)
Skills Knowledge (planes) +6, Knowledge (religion) +5, Perception +15, Sense Motive +13, Spellcraft +7, Stealth +10; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common
Gear mwk scythe, headband of inspired wisdom +2, ring of protection +1