Worm Prophet

Level 12
Creature· aberrationUncommonMediumRemaster
AC
32
HP
160
Speed
25 ft.
Perception
+23
Fort
+20
Ref
+20
Will
+25
Immunities precision, swarm-mind, unconscious
Resistances physical 10, poison 10, spirit 10
Weaknesses area-damage 10, splash-damage 10
Languages aklo, chthonian, common, empyrean
Senses darkvision, tremorsense 30 ft. (imprecise)
Skills religion +25, intimidation +24, diplomacy +22, performance +22, stealth +22, acrobatics +20
Other Speeds burrow 15 ft.
Recall Knowledge DC 32 (occultism, religion)

Attacks

Melee Warhammer +24 (shove), Damage 2d8+11 bludgeoning
Melee Fist +24 (agile, finesse, nonlethal, unarmed), Damage 1d4+1 bludgeoning

Abilities

All-Around Vision
Swarm Mind
Discorporate

When the swarm strider is reduced to 0 HP, their constituent creatures collapse, scattering on the ground under their space and each adjacent square. If even one of the creatures gets away, the swarm strider can eventually re-form over 1d10 days (potentially longer in areas where there are few invertebrates). The scattered invertebrates must be destroyed within 1 round to destroy the swarm strider permanently. The invertebrates have a collective pool of 40 HP, and the same AC, saves, immunities,

A Thousand Mouths In Prayer

The worm prophet's constituent creatures whisper countless paeans to their gods. The worm prophet attempts to counteract (counteract modifier , counteract rank 6) an effect on a creature within 30 feet that's imposing one of the following conditions: Blinded, Clumsy, Dazzled, Deafened, Enfeebled, Frightened, persistent damage, Sickened, Slowed, or Stupefied. Once the worm prophet successfully counteracts an effect in this way, it can't do so again for [[/gmr 1d4 #Rech

Clinging Remnants

A swarm strider's melee Strikes and ranged Strikes made against targets within their weapon's first range increment deposit biting vermin on the target, dealing 3d4 persistent piercing damage.

Draw Bugs

The swarm strider draws more arthropods from the environment around them to reconstitute some of their damaged body. They regain 15 HP. At the GM's discretion, the swarm strider doesn't recover HP in areas where there aren't enough arthropods to call to themselves.

Squirming Embrace

The swarm strider Strides. If they end their movement sharing a space with a creature, they deal 4d6 piercing damage to the creature, with a DC 32 reflex. The swarm strider can Burrow, Climb, Fly, or Swim instead of Striding if they have the corresponding movement type.

Swarm Shape

The swarm strider collapses into a shapeless swarm of their constituent creatures. They drops all items in their possession. In this form, the swarm strider can't use attack actions and can't cast spells, but they can move through areas small enough for their constituent creatures to fit without having to Squeeze. They can use the same action to coalesce from their swarm shape back into their normal form.

Even though they believe they'll dwell with their deity in the afterlife, when nearing death, some priests desperately call out to any gods willing to listen. The worms that consume such an ex-priest's flesh absorb these prayers, transforming into a worm prophet, a pious swarm strider that might worship hundreds of gods without calling any one its patron, perhaps collecting dozens of religious symbols or haphazardly tearing pages out of various religious texts and binding them into a contradictory new scripture. These creatures often lose whatever edicts and anathema bound them in life and instead hungrily seek to convert others to their hodgepodge faith—or "indoctrinate" victims by consuming those who won't join willingly. Worm prophets don't typically have reservations with entering their swarm form whenever they see fit.


All living creatures eventually become worm food. Yet if a creature perishes while gripped by overwhelming emotion or unfinished business, its flesh can become infused with those obsessions or a simple refusal to perish, infecting whatever detritivores feast on the body. As they feast, the invertebrates awaken to a type of collective intelligence, including some of the dead creature's memories and motivations. Once the body is stripped bare, the vermin swarm together and intertwine to recreate the dead creature's form out of thousands of wriggling bodies. These reborn are known as swarm striders.

Though many swarm striders are accidental creations, a few rare mortals purposefully transform themselves into swarm striders through powerful rituals. Most often, this process involves specially preparing a grave with ample scavengers and enchanting the site with occult magic to anchor their soul until it can live within the swarm. Through transformation, these intentional swarm striders seek out the power to slip past any defense or claim the virtual immortality of an ever-regenerating horde, as a swarm strider can reconstitute their form from even a single worm. However, the transformation inevitably scars the creature—often causing emotional detachment, the disintegration of old taboos, and a dissociated sense of self now that one mind has become a thousand. In their transformed state, even the best-intentioned swarm strider might embrace villainy and lose any semblance of their former selves over the span of many years.