The Wriggling Man

Level 21
Creature· aberrationUniqueMediumLegacy
AC
47
HP
325
Speed
30 ft.
Perception
+35
Fort
+34
Ref
+39
Will
+35
Immunities disease, paralyzed, poison, precision, swarm-mind, unconscious
Resistances fire 10, physical 20
Weaknesses area-damage 20, splash-damage 20
Languages aklo, chthonian, common, draconic, fey, petran, sakvroth
Senses darkvision, tremorsense 30 ft. (imprecise)
Skills arcana +41, society +41, acrobatics +39, deception +39, stealth +39, nature +37
Recall Knowledge DC 52 (occultism)

Attacks

Melee Tendril +36 (reach 10 ft.), Damage 4d12+13 piercing

Abilities

Tremorsense 30 feetinteraction
All-Around Vision
+4 Status to All Saves vs. Mental
Fast Healing 20
Swarm Mind
Discorporate

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 .

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 appli

Contingency

Trigger The Wriggling Man is reduced to 50 or fewer HP


Effect Translocate, heightened to 5th level, teleports the Wriggling Man to area M6 .

Effortless Concentration

Trigger The wriggling man's turn begins.


Effect The Wriggling Man immediately gains the effects of the Sustain a Spell action, allowing him to extend the duration of an active spell.

Quickened Casting

Frequency once per day


Effect When the Wriggling Man casts a spell of 8th level or lower, reduce the number of actions to cast it by 1 (minimum 1 action).

Squirming Embrace

The worm that walks Strides, ending its movement sharing a space with a creature, and deals 8d8 piercing damage to the creature. The creature can attempt a DC 44 reflex save.

Swarm Shape

The worm that walks collapses into a shapeless swarm of worms. It drops all held, worn, and carried items. While discorporated, the worm that walks can't use attack actions and can't cast spells, but it can move through areas small enough for its individual worms to fit without having to Squeeze. It can use the same action to coalesce back into its normal form.

This worm that walks was a cultist of the Great Old One Hastur in its prior life. It continues its conspiracies and strives to further its evil plots in its new life.