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Wereworm
This entity resembles a massive worm or a caterpillar, ending with a humanoid-sized face and arms.
CR 7; XP 3,200
CN Large Aberration
CN Large Aberration
Init +6; Senses darkvision 60 ft., see delusions; Perception +23
Defense
AC 20, touch 12, flat-footed 17 (+2 Dex, +1 dodge, +8 natural, –1 size)
hp 90 (12d8+36)
Fort +7; Ref +6; Will +12
AC 20, touch 12, flat-footed 17 (+2 Dex, +1 dodge, +8 natural, –1 size)
hp 90 (12d8+36)
Fort +7; Ref +6; Will +12
Immune confusion and insanity
Offense
Speed 20 ft., climb 20 ft.
Speed 20 ft., climb 20 ft.
Melee 2 claws +13 (1d4+5), bite +13 (1d4+5), tail slap +13 (1d8+5)
Ranged hallucinogenic spit +10 touch (confusion)
Space 10 ft.; Reach 5 ft. (10 ft. tail slap)
Special Attacks hallucinogenic spit (DC 19)
Statistics
Str 20, Dex 14, Con 16, Int 15, Wis 19, Cha 15
Base Atk +9; CMB +15; CMD 29 (39 vs trip)
Str 20, Dex 14, Con 16, Int 15, Wis 19, Cha 15
Base Atk +9; CMB +15; CMD 29 (39 vs trip)
Feats Alertness, Combat Reflexes, Defensive Combat Training, Dodge, Improved Initiative, Nimble Moves
Skills Bluff +14, Climb +13, Knowledge (dungeoneering) +17, Perception +23, Profession (fake philosopher) +16, Sense Motive +20, Stealth +13
Languages Aklo, Common, Sylvan
SQ compression, distilled secretions
Ecology
Environment warm forests, underground
Organization solitary or pair
Treasure standard
Environment warm forests, underground
Organization solitary or pair
Treasure standard
Special Abilities
Distilled Secretions (Ex) A wereworm can produce a small dose of concentrated secretions that act as intense hallucinogen when consumed, causing a state of deeply altered consciousness for the next 4d6 hours and inflicting 1d10 points of Wisdom damage. This is a poison effect. It loses potency quickly if not consumed, becoming inert within minutes, preventing its storage or mixing with food.
Hallucinogenic Spit (Ex) A wereworm can spit some of its hallucinogenic secretions aiming at a single target within 30 feet, causing confusion. The victim can attempt a Fortitude saving throw at the beginning of its turn (DC 19), shaking off the effect on a successful save. This is a poison effect. The saving throw DC is Constitution-based.
See Delusions (Su) A wereworm perceives hallucinations and delusions of other creatures—caused by drugs, magic, or mental illness—as translucent images, ghostly sounds, and vestigial smells. They often comment on them, or even discuss with them, potentially influencing the hallucinating creature's responses.
Wereworms are weird and unpredictable creatures that occasionally make enigmatic statements, issue vague predictions, and ask superficially insightful questions, appearing to know much more about deeper secrets of reality, nature of cosmos, and ways to enlightenment.
This is all big humbug, though. They wield no keys to secret knowledge nor true wisdom, simply entertaining themselves by tricking unwitting travelers and seekers of knowledge alike with empty words and hallucinogenic excretions. And if some of those foolish humans burn out their brains, and starve to death while binging on the wereworm's secretions? It would be rude to let all that good meat go to waste, wouldn't it?