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Insatiable Bore Worm SwarmCreature 17


RareLargeAnimalSwarm
Source Pathfinder #220: Crypt of Runes
Perception +29 (tremorsense (imprecise) 60 feet)
Languages none
Skills Acrobatics +34, Athletics +30, Stealth +32
Str +5, Dex +9, Con +6, Int -5, Wis +6, Cha -4

AC 40; Fort +29; Reflex +32; Will +27;
HP 240
Speed 15 feet (climb 15 feet)
Immunities acid, precision, swarm mind
Weaknesses Area Damage 15, Splash Damage 15, Water 20
Resistances Bludgeoning 10, Piercing 15, Slashing 15

Tremorsense (Imprecise) 60 feet

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.

Swarm Mind

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.

Painful Devouring One Action

Each enemy in the swarm's space takes 8d6 acid damage (DC 38 reflex save). Creatures that fail this save become Slowed 1 from the swarm's painful bites. On a critical failure, the painful bites cause the creature to become Slowed 2. In either case, the slowed condition persists for 1 round.


A single finger-length bore worm is unpleasant but mostly innocuous. Ten thousand bore worms, on the other hand, pose a formidable threat to even seasoned adventurers. The countless worms form a roiling, rancid mass of acid and pain, capable of delivering a hideous death to any person or beast unable to escape them. Unfortunately for any creature other than a bore worm, most encounters involve swarms.


These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms or a single massive, lurching beast. Among Darklands communities, most inhabitants regard bore worms much in the same way surface cultures speak of maggots or cockroaches-with general disdain and revulsion. Children consider catching a single bore worm and using it to torment others a rite of passage, albeit a dangerous one.

The humble bore worm is a small and simple creature, both biologically and magically. These qualities allow it to adapt rapidly to different environments, some of them quite extreme, and also makes it susceptible to magical radiation and experimentation. Many a Darklands apprentice takes their first steps in the school of transmutation by practicing on these worms, while variations-both natural and cultivated-are scattered about beneath Golarion's surface.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.

Swarm

A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grabbed, prone, and restrained conditions.