columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary 2"
name: "Worm That Walks Cultist"
level: "Creature 14"
rare_03: [[Uncommon]]
alignment: ""
size: "Medium"
trait_01: [[aberration]]
trait_02: [[chaotic]]
trait_03: [[evil]]
trait_04: [[swarm]]
modifier: 25
perception:
  - name: "Perception"
    desc: "+25; Darkvision, Tremorsense (Imprecise) 30 Feet"
languages: "Aklo, Common"
skills:
  - name: "Skills"
    desc: "Acrobatics: +24, Deception: +28, Intimidation: +26, Occultism: +27, Society: +23, Stealth: +28"
abilityMods: [5, 8, 5, 5, 4, 8]
speed: 30 feet
sourcebook: "_Pathfinder Bestiary 2_"
ac: 36
armorclass:
  - name: AC
    desc: "36 all-around vision; __Fort__ +23, __Ref__ +28, __Will__ +26"
hp: 200
health:
  - name: ""
  - name: HP
    desc: "200, (fast healing 10); __Immunities__  disease,  paralyzed,  poison,  precision,  swarm mind,  unconscious,  grabbed,  prone,  restrained; __Weaknesses__ area damage 10, splash damage 10; __Resistances__ physical 10"
abilities_top:
  - name: ""
 
  - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 30 feet]]"
    desc: "  Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
 
abilities_mid:
  - name: ""
  - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
    desc: "  This monster can see in all directions simultaneously and therefore can't be flanked."
 
  - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 10]]"
    desc: "  A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
 
  - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
    desc: "  This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
 
  - name: "Discorporate"
    desc: " (splash) When the worm that walks is reduced to 0 HP, it discorporates and the component worms that make up its body disperse in every direction. If even a single worm escapes, the worm that walks will eventually re-form using a process that typically takes 1d10 days.\n\nWhile the exact circumstances and surroundings determine how long the worm that walks's foes have to dispatch the fleeing worms before they escape, usually its foes have only a single round. Typically, this requires the application of an area effect or splash weapon within 1 round to the space where the worm that walks collapsed. After any amount of area or splash damage is dealt to that space, the character dealing the damage must attempt a DC 15 Flat check check. Each subsequent area or splash damage effect performed on the area reduces the DC of this flat check by 2, to a minimum of DC 5. If any of these flat checks succeed, none of the worms escape, and the worm that walks is destroyed permanently.\n\nAt the GM's discretion, clever means of trapping or otherwise detaining the vermin may extend the time allowed to finish off the worm that walks."
 
attacks:
  - name: ""
 
  - name: "**Melee** `pf2:1` Tendril"
    desc: "+29 (reach 10 feet)\n__Damage__  4d8 + 14 piercing"
 
  - name: "Occult Spontaneous Spells"
    desc: "DC 34, attack +26; __7th __ (3 slots) _[[Spells/Phantasmal Killer|Phantasmal Killer]]_, _[[Spells/Visions of Danger|Visions of Danger]]_, _[[Spells/Warp Mind|Warp Mind]]_; __6th __ (4 slots) _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Dominate|Dominate]]_, _[[Spells/Paranoia|Paranoia]]_, _[[Spells/Summon Entity|Summon Entity]]_; __5th __ (4 slots) _[[Spells/Black Tentacles|Black Tentacles]]_, _[[Spells/Mind Probe|Mind Probe]]_, _[[Spells/Phantom Pain|Phantom Pain]]_, _[[Spells/Subconscious Suggestion|Subconscious Suggestion]]_; __4th __ (4 slots) _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Rewrite Memory|Modify Memory]]_, _[[Spells/Suggestion|Suggestion]]_, _[[Compendium.pf2e.spells-srd.Item.hkfH9Z53hPzcOwNB|Veil]]_; __3rd __ (4 slots) _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Hypercognition|Hypercognition]]_, _[[Spells/Slow|Slow]]_; __2nd __ (4 slots) _[[Spells/Translate|Comprehend Language]]_, _[[Spells/Illusory Creature|Illusory Creature]]_, _[[Spells/Mirror Image|Mirror Image]]_, _[[Compendium.pf2e.spells-srd.Item.FzAtX8yXBjTaisJK|Undetectable Alignment]]_; __1st __ (4 slots) _[[Spells/Charm|Charm]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Mindlink|Mindlink]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_\n__Cantrips__  __(7th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Shield|Shield]]_"
 
  - name: "Squirming Embrace"
    desc: "`pf2:1`  The worm that walks Strides, ending its movement sharing a space with a creature, and deals 5d8 piercing damage to the creature. The creature can attempt a DC 32 Reflex check save."
 
  - name: "Swarm Shape"
    desc: "`pf2:1` (attack,concentrate) The worm that walks collapses into a shapeless swarm of worms. It drops all held, worn, and carried items. While discorporated, the worm that walks can't use attack actions and can't cast spells, but it can move through areas small enough for its individual worms to fit without having to [[Actions/Squeeze|Squeeze]]. It can use the same action to coalesce back into its normal form."
 
name: Worm That Walks Cultist
creatures:
  - 1: Worm That Walks Cultist

This worm that walks was a cultist of the Great Old One Hastur in its prior life. It continues its conspiracies and strives to further its evil plots in its new life.