Volluk AzrinaeCreature 7
Source Pathfinder #163: Ruins of Gauntlight
Perception +15 (darkvision, tremorsense (imprecise) 30 feet)
Languages Aklo, Common, Elven, Sakvroth
Skills Acrobatics +17, Crafting +15, Deception +15, Intimidation +17, Occultism +17, Religion +15, Stealth +15
Str +4, Dex +6, Con +2, Int +6, Wis +4, Cha +2
AC 25 all-around vision; Fort +13; Reflex +17; Will +15;
HP 85 (fast healing 7)
Speed 10 feet (swim 25 feet)
Immunities disease, paralyzed, poison, precision, swarm mind, unconscious
Weaknesses Area Damage 7, Splash Damage 7
Resistances Physical 7
Tendril
+18 (+13, +8) to hit (reach 10) 2d8+8 PiercingTremorsense (Imprecise) 30 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.
All-Around VisionThis monster can see in all directions simultaneously and therefore can't be flanked.
Fast Healing 7A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Swarm MindThis 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.
DiscorporateSlow-moving leeches give the heroes 2 rounds, rather than 1 round, to dispatch the fleeing vermin before they escape.
When the worm that walks is reduced to 0 HP, it discorporates and the component worms that make up its body disperse in every direction. If even a single worm escapes, the worm that walks will eventually re-form using a process that typically takes 1d10 days.
While the exact circumstances and surroundings determine how long the worm that walks's foes have to dispatch the fleeing worms before they escape, usually its foes have only a single round.
Typically, this requires the application of an area effect or splash weapon within 1 round to the space where the worm that walks collapsed. After any amount of area or splash damage is dealt to that space, the character dealing the damage must attempt a DC 15 flat check. Each subsequent area or splash damage effect performed on the area reduces the DC of this flat check by 2, to a minimum of DC 5. If any of these flat checks succeed, none of the worms escape, and the worm that walks is destroyed permanently.
At the GM's discretion, clever means of trapping or otherwise detaining the vermin may extend the time allowed to finish off the worm that walks.
Hateful Memories (emotion, mental, occult, visual)If Volluk can see an accurate depiction of his former appearance as a living drow at the start of his turn, he must attempt a DC 28 will save or become filled with self-loathing and become Slowed 1 for 1 round.
Squirming Embrace
Volluk Strides, ending his movement sharing a space with a creature, and deals 3d8 piercing damage to the creature. The creature can attempt a DC 23 reflex save.
Swarm Shape
(concentrate)Volluk collapses into a shapeless swarm of leeches. He drops all held, worn, and carried items. While discorporated, he can't use attack actions and can't cast spells, but he can move through areas small enough for his individual leeches to fit without having to Squeeze. He can use the same action to coalesce back into his normal form.
Occult Spontaneous Spells (DC 25, +17 to hit)
Cantrips (4th Level): Daze, Light, Mage Hand, Read Aura, Shield
1st Level (4 slots): Alarm, Grim Tendrils, Illusory Disguise, Mindlink, Phantom Pain, Unseen Servant
2nd Level (4 slots): Comprehend Language, Mirror Image, Vomit Swarm, Worm's Repast
3rd Level (4 slots): Bind Undead, Mind Reading, Paralyze
4th Level (3 slots): Dimension Door, Suggestion
Cantrips (4th Level): Dancing Lights
2nd Level: Darkness (At Will), Faerie Fire (At Will)
Rituals
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.
AberrationAberrations are creatures from beyond the planes or corruptions of the natural order.
SwarmA 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.