Narseigus WormcallerCreature 11
Source Pathfinder #195: Heavy is the Crown
Perception +20 (darkvision, tremorsense (imprecise) 10 feet)
Languages Aklo, Chthonian, Common, Dwarven, Orcish, Sakvroth
Skills Lore +24, Acrobatics +18, Athletics +19, Deception +24, Diplomacy +24, Intimidation +24, Nature +22, Occultism +22, Survival +20
Str +2, Dex +1, Con +4, Int +3, Wis +3, Cha +6
AC 31; Fort +21; Reflex +18; Will +24; +2 status to all saves vs. magic
HP 140
Speed 20 feet (burrow 20 feet, climb 20 feet)
Staff
+20 (+15, +10) to hit (magical, two hand d8) 2d4+8 BludgeoningTail
+25 (+20, +15) to hit (reach 10) 1d10+13 BludgeoningTremorsense (Imprecise) 10 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.
+2 Status to All Saves vs. MagicInexorableWhen Narseigus gains the Paralyzed, Slowed, or Stunned condition, roll a DC 15 flat. On a success, he ignores the condition.
Light BlindnessWhen first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.
Shake It Off
(fortune, primal)Frequency once per day
Trigger Narseigus fails or critically fails a saving throw against a condition or adverse effect (such as Cursed Metamorphosis)
Effect Narseigus rerolls the triggering saving throw and uses the better result.
Quickened Casting
(concentrate, spellshape)If Narseigus' next action is to cast an occult spontaneous cantrip or an occult spontaneous spell of 4th level or lower, he reduces the number of actions to cast it by 1 (minimum 1 action).
Steady SpellcastingIf a reaction would disrupt Narseigus' spellcasting action, he attempts a DC 15 flat. On a success, the action isn't disrupted.
Worm Form
(morph, occult)Narseigus partially transforms his lower body into that of a cave worm. He can use only his tail unarmed Strike and his burrow and climb Speeds while in this form. This transformation lasts for 1 minute.
Worm's Feast
(primal)Frequency once per day
Effect Narseigus calls forth a brood of infantile cave worms to feast on his enemy's flesh. One creature within 30 feet must attempt a DC 27 fortitude save.
Critical Success The worms writhe away harmlessly.
Success The target takes 2d6[piercing],4d6 persistent,piercing2d6 piercing damage and 4d6 persistent piercing damage.
Failure The target takes 6d6[piercing],4d6 persistent,piercing6d6 piercing damage and 4d6 persistent piercing damage.
Critical Failure As failure, plus the target is Off-Guard as long as it takes persistent piercing damage.
Note: A DC for this ability was not provided by Paizo. The DC present here is a moderate DC for the creature's level based on the Gamemastery Guide creature building rules
Occult Spontaneous Spells (DC 30, +24 to hit)
Cantrips (6th Level): Chill Touch, Daze, Read Aura, Shield, Telekinetic Hand
1st Level (4 slots): Alarm, Command, Grim Tendrils, Magic Missile, Soothe, True Strike
2nd Level (4 slots): Blur, Darkness, Dispel Magic, Invisibility, Translate, Vomit Swarm
3rd Level (4 slots): Haste, Locate, Slow, Vampiric Touch
4th Level (4 slots): Enervation, Translocate
6th Level (3 slots): Dominate, Feeblemind
Cantrips (6th Level): Sigil
2nd Level: Blood Vendetta, Paranoia
1st Level: Tentacular Limbs
3rd Level: Aberrant Whispers
5th Level: Unusual Anatomy
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
DwarfA creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.