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)
4th—air walk, divine power, unholy blightD (DC 19)
3rd—contagion (DC 18), dispel magic, magic circle against goodD, protection from energy
2nd—cure moderate wounds, darkness, hold person (DC 17), shatterD, spiritual weapon
1st—command (DC 16), cure light wounds, doom (DC 16), obscuring mist, protection from good, shield of faith, true strikeD
0th (at will)—detect magic, guidance, read magic, resistance
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