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Worm Prophet

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 43
Unspecific Lore: DC 41
Specific Lore: DC 38

Elite | Normal | Weak
Proficiency without Level

Worm ProphetCreature 18

Legacy Content

Rare LE Medium Human Humanoid 
Source Night of the Gray Death pg. 47
Perception +10
Languages Aklo, Common, Requian, Undercommon
Skills Arcana +14, Crafting +14, Deception +18, Diplomacy +14, Intimidation +14, Occultism +16, Performance +14, Religion +14, Society +16
Str +1, Dex +3, Con +0, Int +6, Wis +4, Cha +6
Items +1 resilient chain shirt, +2 greater striking dagger, silver veil
AC 24; Fort +9, Ref +12, Will +15
HP 335
Anonymity The Worm Prophet enforcer has a +2 circumstance bonus to Deception checks and saving throws to conceal their identity and a +2 circumstance bonus to their Deception DC against effects that ferret out information about the Gray Gardener's identity. Invaded The worm prophet is subject to the conqueror worm's Mental Invader effect.Gardener's Resolve [reaction] Trigger The Worm Prophet rolls a failure (but not a critical failure on a Will save against an effect with the mental or fear trait) Requirements The Worm Prophet features are obscured by a mask or hood; Effect The Gray Gardener assassin takes 3d8 mental damage, and the saving throw is a success.
Speed 25 feet
Melee [one-action] dagger +14 [+10/+6] (agile, versatile S), Damage 3d4+8 piercingRanged [one-action] dagger +14 [+10/+6] (agile, thrown 10 feet, versatile S), Damage 3d4+8 piercingDivine Prepared Spells DC 22, attack +14; 9th dispel magic, divine vessel, harm (×7), zealous conviction; 8th discern location, resist energy, spirit blast, spiritual epidemic, spiritual guardian, warp mind; 6th restoration, spellwrack, true seeing; 5th death ward, drop dead, mind probe; 4th charm, dream message, freedom of movement; 3rd locate, neutralize poison, zone of truth; 2nd calm emotions, death knell, enhance victuals; 1st bane, mending, sanctuary; Cantrips (9th) detect magic, divine lance, forbidding ward, light, message
Cleric Domain Spells DC 22. 2 Focus Points; 9th commanding lash, touch of obedience
Capture Spirit [reaction] Trigger A target affected by one of the worm prophet's necromancy spells dies within 60 feet of the worm prophet; Effect The worm prophet harnesses a bit of the departing victim's soul, and the worm prophet is quickened 1 for 1 minute. They can use this extra action only to Step, Stride, or Sustain a Spell.Steady Spellcasting If a reaction would disrupt the worm prophet's spellcasting action, the worm prophet attempts a DC 15 flat check. On a success, the action isn't disrupted.