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Conqueror Worm

Conqueror worms are deeply malevolent creatures with terrifying magical power. They are highly intelligent and see societies as playthings, enacting far-reaching and tyrannical changes to reshape or break them as they please. Conqueror worms are patient, often waiting for years (or sometimes decades) to enact plans, all the while observing from their lairs. A conqueror worm that takes interest in a region mentally commands its figureheads, such as political leaders and key rebels, manipulating them and playing them off each other like game pieces from behind the scenes—most frequently, from well-defended subterranean chambers.
Most conqueror worms' victims don't even realize they're subject to its machinations, but some who do end up serving the creature—or worshipping it. The worms have no regards for their supplicants and are inclined to dispose of them the moment they're unneeded.

Recall Knowledge - Aberration (Occultism): DC 47
Unspecific Lore: DC 45
Specific Lore: DC 42

Elite | Normal | Weak
Proficiency without Level

Conqueror WormCreature 21

Legacy Content

Rare NE Gargantuan Aberration 
Source Night of the Gray Death pg. 66
Perception +37; greater darkvision, tremorsense (imprecise) 100 feet, true seeing
Languages Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Undercommon; telepathy 200 feet
Skills Arcana +37, Athletics +39, Deception +41, Diplomacy +39, Intimidation +41, Occultism +39, Religion +35, Society +41
Str +10, Dex +5, Con +7, Int +10, Wis +6, Cha +10
Convincing Telepathy (enchantment, mental, occult) When a conqueror worm communicates telepathically, its overwhelming will bolsters its lies. Its Deception checks and Deception DCs aren't penalized for elaborate or unbelievable telepathic lies.
AC 46; Fort +35, Ref +32, Will +38
HP 460; Immunities acid, disease, mental; Resistances acid 20; Weaknesses good 20, piercing 20
Mental Invader [reaction] (enchantment, mental, occult) Trigger A creature communicates telepathically with the conqueror worm (even to respond to the conqueror worm's telepathy or through a mental spell like sending) or fails a saving throw against a mental spell cast by the conqueror worm; Effect The conqueror worm infects the mind of the creature, allowing it to mentally contact the creature from afar. The creature must attempt a DC 48 Will saving throw and is temporarily immune for 1 year. Critical Success The target is unaffected and can't be affected by the conqueror worm's Mental Invader ever again. Success The target is stupefied 1 for 1 minute. Failure As success, and the conqueror worm can target the creature with telepathy and mental spells regardless of distance, so long as the worm and target are on the same plane. This bond is permanent and can be broken only by miracle, wish, or similar magic. The conqueror worm can maintain a maximum of 10 connections with Mental Invader. If another creature would be infected, the worm must choose to one of its existing connections end, or if the worm prefers to keep its current 10 connections, the new creature isn't infected instead. Critical Failure As failure, and for as long as the mental link lasts, the target uses an outcome one degree of success worse than the result of its saving throw against mental spells cast by the conqueror worm. Telepathic Escape (enchantment, incapacitation, mental, occult, possession) When the conqueror worm dies, it telepathically projects its consciousness into a creature infected by its Mental Invader ability and who is on the same plane as the conqueror worm. The creature must succeed at a DC 48 Will save or it is overtaken by the conqueror worm. This has the same effect as the possession spell with an unlimited duration, except the conqueror worm has wholly foregone its physical body. A host body possessed by a conqueror worm undergoes terrible changes. Every day, the host must succeed at a DC 48 Will save or become permanently stupefied 1 (or increase its stupefied value by 1) and increasingly pale, balding, and bloated. When the host reaches stupefied 4, an ectoplasmic cocoon forms around it. Over the next 24 hours, the host undergoes a swift metamorphosis and emerges as a new conqueror worm with all the memories of its previous incarnation. At this point, the host is dead and can't be restored except by miracle, wish, or similar magic. Before that point, however, this horrid transformation can be ended by any effect that expels the conqueror worm's possession, meaning would be slayers of a conqueror worm had best locate its consciousness and end the possession before it's too late and the worm rises again.
Speed 40 feet, burrow 30 feet; air walk
Melee [one-action] jaws +39 [+34/+29] (acid, magical, reach 20 feet), Damage 4d10+18 piercing plus 2d6 acid and Improved GrabOccult Spontaneous Spells DC 48, attack +38; 10th fabricated truth, time stop (2 slots); 9th foresight, overwhelming presence, subconscious suggestion, telepathic demand (4 slots); 8th discern location, dispel magic, mind blank, unrelenting observation (4 slots); 7th magic missile, possession, project image, warp mind (4 slots); 6th dominate, feeblemind, scrying, zealous conviction (4 slots); 5th dimension door, mind probe, sending, synesthesia (4 slots); 4th confusion, dream message, modify memory, outcast's curse (4 slots); 3rd enthrall, fear, hypercognition, nondetection (4 slots); 2nd death knell, misdirection, status, telekinetic maneuver (4 slots); 1st mindlink, sanctuary, true strike, ventriloquism (4 slots); Cantrips (10th) daze, detect magic, mage hand, shield, telekinetic projectile
Occult Innate Spells DC 48; 10th dominate; 9th mind reading (at will); Constant (9th) air walk, true seeing
Breath Weapon [two-actions] (evocation, acid, occult) The conqueror worm disgorges acid in a 120-foot-line that deals 14d10 acid damage to all creatures in the area (DC 44 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.Fast Swallow [reaction] Trigger The conqueror worm Grabs a creature; Effect The worm uses Swallow Whole.Muster Minions [three-actions] (conjuration, teleportation) The conqueror worm selects up to three willing creatures subject to its Mental Invader ability that are on the same plane and teleports them to squares adjacent to the worm of the worm's choosing.Swallow Whole [one-action] Huge, 4d10+10 bludgeoning plus 2d6 acid, Rupture 44

The End of the Game

A conqueror worm might toy with a society for generations, sculpting it into a model of subjugation or tyranny to fit the worm's evil whims. At times, the conqueror worm might erase the slate by engineering a coup that gives hope to the populace but simply replaces one evil regime with another. When it grows bored of these renovations, the conqueror worm leaves the society for good and moves on to another. This is by no means the end; a conqueror planning to leave a society takes pains to leave it in such a broken state that no conqueror worm would ever want it again. The worm might engineer upheavals, plagues, or wars so devastating that few members of the society are left alive, and only echoes of a lost and wicked nation remain.