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Festering VermlekCreature 1


UncommonMediumChaoticDemonEvilFiendUnholy
Source Pathfinder Society Scenario #4-99: Blessings of the Forest
Perception +6 (darkvision)
Languages Chthonian, Draconic, Empyrean, Telepathy 100 Feet
Skills Acrobatics +4, Athletics +6, Deception +5, Stealth +6
Str +3, Dex +1, Con +4, Int +0, Wis +1, Cha +2

AC 13 16 while inhabiting a body; Fort +9; Reflex +6; Will +4;
HP 25
Speed 25 feet (burrow 15 feet)
Weaknesses Cold Iron 3, Holy 3, Sonic 3

Bite One Action +9 (+4, -1) to hit (unarmed, unholy) 1d6+3 Piercing
Fist One Action +9 (+5, +1) to hit (agile, unarmed, unholy) 1d4+3 Bludgeoning
Mace One Action +9 (+4, -1) to hit (shove, unholy) 1d6+3 Bludgeoning

Telepathy 100 feet (aura, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Recoil from Wasted Opportunities

Vermleks can't stand the sight of a good meal presented and then swiftly taken away. Whenever a Dying creature within sight of the vermlek has its dying condition removed, the vermlek takes 1d6 mental damage.

Abandon Body Two Actions (manipulate)

Requirements The worm demon is Inhabiting a Body


Effect The worm demon crawls out of the body it is inhabiting, devouring much of the body's remaining flesh and regaining 10 healing Hit Points in the process. The corpse it leaves behind is little more than a husk.

Inhabit Body Three Actions (manipulate)

The worm demon crawls into the body of an adjacent dead Medium humanoid, consuming the bulk of the victim's skeleton and internal organs as it does so and cramming itself into the cavity.

As long as it Inhabits a Body, the worm demon loses its bite attack, can wield weapons like a humanoid, gains a +3 circumstance bonus to AC, and gains a +3 circumstance bonus to Deception checks to [/act impersonate options=impersonate-inhabited-creature] the creature it is inhabiting. It cannot use this ability if it is already Inhabiting a Body.

Unsettling Movement (emotion, fear, mental, visual)

Whenever the vermlek Abandons a Body or Inhabits a Body, all creatures within 30 feet who can see the vermlek must succeed at a DC 16 will save or become Frightened 1. On a critical failure, the creature is frightened 1 and Sickened 1. Regardless of the result, creatures are immune to the same vermlek's unsettling movement for 24 hours.


Divine Innate Spells (DC 16, +8 to hit)

1st Level: Fear, Harm


Vermleks, also called worm demons, manifest from the souls of mortals who desecrated the dead, such as grave robbers or necromancers. These fiends take their violations to a new extreme, using their demonic powers to horrifically core their living victims and don the flesh-husk that remains.

In its natural form, a vermlek resembles an oversized pinkish worm with four long tails that end in writhing fibrils. Its mouth splits into four segments like a profane tulip lined with rows of dozens of pointed teeth. More often than not, however, these fiends are encountered only after they have crawled into the body of a dead humanoid and made the hollowed-out flesh their temporary host. Vermleks use their powers of deception and disguise to infiltrate mortal settlements and influence unwitting acquaintances of the bodies they wear. Particularly intelligent or conniving vermleks might even reach stations of real power within the ranks of an army or government, at which point exposure of their true form can wreak havoc among the populace they have so thoroughly duped.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Demon

A family of fiends, demons hail from or trace their origins to the Outer Rifts. Most are irredeemably unholy and have darkvision and weaknesses to cold iron and holy.

Fiend

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.