Conqueror Worm

System: Pathfinder | SRD

Conqueror Worm CR 21
XP 409600
Init +11 ; Senses darkvision 60 ft., tremorsense 120 ft., true seeing ; Perception +37
Defense
AC 37, touch 9, flat-footed 30 (+7 Dex, +28 natural, –8 size)
hp 406 (28d8+280)
Fort +21, Ref +18, Will +24
DR 15/good and piercing
Immune acid, cold, disease, mind-affecting effects, poison
SR 32
Offense
Speed 60 ft., burrow 30 ft.; air walk
Melee bite +31 (6d8+18/19–20 plus 8d6 acid), slam +31 (4d10+18/19–20)
Space 30 ft., ; Reach 30 ft.
Special Attacks breath weapon (100-ft. line, 20d8 acid, Reflex DC 34 half, usable every 1d4 rounds), fast swallow, mental invader, swallow whole (8d6 bludgeoning and 8d6 acid damage, AC 24, 40 hp)
Spell-Like Abilities (CL 19th; concentration +28)
CMB +47 CMD 64 (can’t be tripped)
Statistics
Str 47,, Dex 24,, Con 30,, Int 31,, Wis 22,, Cha 29
Base Atk +21
Feats Combat Casting , Great Fortitude , Hidden Presence , Improved Critical (bite , slam), Improved Great Fortitude , Improved Initiative , Intrusive Presence , Iron Will , Lightning Reflexes, Logical Spell , Manipulative Presence , Quicken Spell, Vital Strike
Skills Bluff +37, Diplomacy +37, Intimidate +40, Knowledge (arcana, engineering, geography, history, local, nobility, religion) +38, Perception +37, Sense Motive +34, Spellcraft +41, Use Magic Device +37
Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal, Terran, Undercommon; telepathy 200 ft.
SQ deific
Special Abilities
Deific Conqueror worms can grant divine spells to their worshipers. Granting spells does not require any specific action on a conqueror worm’s behalf. Conqueror worms grant access to the domains of Charm, Evil, Nobility, and Trickery, and their favored weapon varies but is always a simple weapon (daggers and sickles being the most common choices). Each conqueror worm has its own unique holy symbol, although typically it resembles a ring of eyes.
Mental Invader (Su) A conqueror worm infects the minds of others from afar, allowing it to control its puppets without leaving the safety of the earth’s depths. When a conqueror worm communicates with a creature mentally, such as by using telepathy or spells such as dream, it can attempt to form a lasting mental connection with that creature. The target can resist this connection with a successful DC 33 Will save. A target that succeeds at this save is immune to that conqueror worm’s mental invader ability forever. Once a connection is formed, the worm can communicate with the bonded creature using telepathy over any distance, and can target the bonded creature with mind-affecting spells and effects regardless of range. A worm can form bonds with a number of creatures equal to its Intelligence modifier (10 for the typical conqueror worm). If a new bond would exceed this limit, the worm must choose to break one of its previous connections. The effects of a bond are suppressed while the worm and the bonded creature are on different planes. A bond can otherwise be broken only via a break enchantment, miracle , or wish spell cast on the bonded creature, or by the worm’s death. This is a mind-affecting effect. The save DC is Charisma-based.
Telepathic Escape (Su) A conqueror worm can escape death by casting its mind out of its body at the moment of death. Up to once per day, when an attack, spell, or effect would reduce a conqueror worm to 0 or fewer hit points or otherwise kill it instantly, it can transfer its mind to one of the creatures it has formed a connection with using its mental invader ability. The target can attempt a DC 33 Will save to resist being overtaken. If the target succeeds, the conqueror worm can be killed normally. If the target fails, the conqueror worm transfers its soul into the bonded creature’s body. This functions as the spell possession (CL 21st) except the possession is permanent. A host body possessed by a conqueror worm in this way undergoes terrible changes to its physiology. Every day, the host must succeed at a DC 33 Fortitude save or take 1d6 points of Charisma drain. Over time, the host slowly grows more wormlike in appearance, losing body hair, growing obese, and taking on a pale yellow-white coloration. When the host’s Charisma score is drained to 0, an ectoplasmic cocoon forms around the creature. Over the course of the next 24 hours, the host grows to an enormous size, and at the end of this time emerges in a brand new body as a new conqueror worm that retains the memories of its previous incarnation, at which point the host creature is effectively dead (and can be resurrected normally). If the host is slain before this transformation completes, the conqueror worm dies as well. The effect can also be ended by any effect that successfully expels the conqueror worm’s possessing spirit from the host. This is a mind-affecting effect. The save DCs are Charisma-based.

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