0% found this document useful (0 votes)
6 views2 pages

Oracle Worm

The document describes the stats and abilities of a creature known as the Worm That Walks, a medium augmented vermin with various offensive and defensive capabilities. It has a range of spells and special abilities, including Eldritch Scar, Psychic Strike, and the ability to discorporate into a swarm of worms. The creature has high defenses, fast healing, and can grapple and damage foes with its unique swarm mechanics.

Uploaded by

jangelofreelance
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
6 views2 pages

Oracle Worm

The document describes the stats and abilities of a creature known as the Worm That Walks, a medium augmented vermin with various offensive and defensive capabilities. It has a range of spells and special abilities, including Eldritch Scar, Psychic Strike, and the ability to discorporate into a swarm of worms. The creature has high defenses, fast healing, and can grapple and damage foes with its unique swarm mechanics.

Uploaded by

jangelofreelance
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 2

Roslar CR 9

Human Oracle 7
N Medium augmented vermin
Init +3; Senses Darkvision 60ft; Blightsight 30ft; Perception +17
Defense
AC 25, touch 19, flat-footed 21 (+6 armor, +3 Dex, +1 dodge, +5 Wis)
hp 67 (7d8+33); fast healing 9
Fort +6, Ref +5, Will +8

DR 15/—; Immune disease, paralysis, poison, sleep effects

Offense

Melee lantern staff +8 (1d6+3), slam +8 (1d4+3)

Speed 30 ft

3rd (6/day) ego whip I, dispel magic, urban step, magic vestment

2nd (8/day) id insinuation I, obscure object, create pit, effortless armor

1st (9/day) mind thrust I, ray of enfeeblement, disguise self, shadow trap,
command, murderous command

0 (at will) resistance, ghost sound, bleed, message, virtue, read magic

Statistics
Str 16, Dex 16, Con 18, Int 12, Wis 12, Cha 20
Base Atk +5; CMB +8; CMD 21
Feats Logical Spell, Dodge, Eschew Materials, Iron Will, Toughness, Diehard
Skills Disguise +10, Lore (Roslar's Coffer) +9, Knowledge (local) +9, Perception
+17, Sense Motive +9, Stealth +11
Languages Common
Combat Gear lantern staff, breastplate
Special abilities
Eldritch Scar (Su): Once per day when you damage a creature with a spell you cast,
you may, as a swift action, cause your magic to leave an eldritch scar upon that
creature. An eldritch scar appears as a normal scar, save that it flickers with
faint radiance of a color of your choice. The next time that creature casts a
spell, uses a spell-like ability, or activates a magic item, it triggers a primal
magic event (see Sample Primal Magic Events below) of a CR equal to your caster
level. This causes the eldritch scar to vanish. A creature can be marked by only
one eldritch scar at a time (a more powerful one replaces a weaker one). An
eldritch scar fades automatically after 24 hours. It can be removed before that
point via any effect capable of removing a curse (the curse’s level equals your
caster level), but if an attempt to remove an eldritch scar fails, that attempt
triggers a primal magic event—an event triggered this way does not cause the
eldritch scar to fade. You must be at least 7th level to select this revelation.

Psychic Strike (Su): At 1st level, you can overwhelm the minds of those nearby. You
can target one creature within 30 feet that you can see; that creature must succeed
at a Will saving throw (DC = 10 + 1/2 your sorcerer level + your Charisma modifier)
or it takes 1d6 points of damage + 1 point for every 2 sorcerer levels you possess
and becomes shaken for 1 round. You can use this ability a number of times per day
equal to 3 + your Charisma modifier.

Mental Resistance (Ex): At 3rd level, your mind blocks attempts to assail it. You
gain a +2 bonus on saving throws against mind-affecting effects. At 9th level, this
bonus increases to +4.
Discorporate (Su): A worm that walks can collapse into a shapeless swarm of worms
as a free action. All held, worn, and carried items fall and its Strength score
drops to 1. The worm that walks functions as a true swarm while discorporated, with
a reach of 0 feet (its space remains unchanged). While discorporated, the worm that
walks loses all of its defensive abilities and gains all of the standard swarm
traits. It loses its slam attacks and all special abilities and special attacks,
but can make a swarm attack that deals damage equal to its engulf attack. A worm
that walks can reform into its true form (including equipping all gear in reach) as
a full-round action as long as it has at least 1 hit point.

Squirming Embrace (Ex): If a worm that walks grapples a foe, as a swift action, it
can cause a swarm of worms to squirm over the grappled creature. These worms deal
automatic swarm damage with no attack roll needed (see the table below). If a
creature takes damage from the swarm, it is also subject to the swarm’s distraction
ability, and must make a Fortitude save or be nauseated for 1 round. The save DC
equals 10 + 1/2 the worm that walks’s HD + its Con modifier).

A worm that walks can only have one embraced target at a time, but it does not have
to continue grappling in order to maintain the embrace. If the worm that walks
moves more than 5 feet from the swarm or dismisses the swarm (a free action), the
swarm dies. Any area attack that damages the swarm or any severe or stronger wind
effect that affects the swarm’s target kills it.

You might also like