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Zalavexus



Recall Knowledge - Aberration (Occultism): DC 37
Unspecific Lore: DC 35
Specific Lore: DC 32

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak ZalavexusCreature 9

Legacy Content

Unique NE Medium Aberration Swarm 
Source Pathfinder #200: Seven Dooms for Sandpoint pg. 113
Male human worm that walks sorcerer
Perception +19; darkvision, tremorsense (imprecise) 30 feet
Languages Aklo, Jotun, Terran, Thassilonian, Varisian
Skills Arcana +15, Deception +21, Diplomacy +19, Genie Lore +17, Intimidation +19, Medicine +17, Nature +19, Occultism +15, Stealth +19
Str +3, Dex +7, Con +5, Int +3, Wis +5, Cha +7
AC 28 all-around vision; Fort +15, Ref +19, Will +17
HP 128 (fast healing 10); Immunities disease, paralyzed, poison, precision, swarm mind, unconscious; Resistances physical 10; Weaknesses area damage 10, splash damage 10
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 1d10 days. 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 application of an area effect or splash weapon within 1 round to the space where the worm that walks collapsed. After any amount of area or splash damage is dealt to that space, the character dealing the damage must attempt a DC 15 flat check. Each subsequent area or splash damage effect performed on the area reduces the DC of this flat check by 2, to a minimum of DC 3. If any of these flat checks succeed, none of the worms escape, and the worm that walks is destroyed permanently. At the GM's discretion, clever means of trapping or otherwise detaining the vermin may extend the time allowed to finish off the worm that walks.
Speed 25 feet
Melee [one-action] tendril +19 [+14/+9] (reach 10 feet), Damage 4d8-2+6 persistent piercing damagePrimal Spells Known DC 27, attack +19 (-4 dmg); 5th dispel magic, lightning bolt, wall of stone; 4th acid arrow, fly, shape stone; 3rd earthbind, meld into stone, wall of thorns; 2nd glitterdust, spider climb, web; 1st feather fall, grease, longstrider; Cantrips (5th) acid splash, detect magic, prestidigitation, read aura, tanglefoot
Sorcerer Bloodline Spells 1 Focus Point, DC 27, attack +19 (-4 dmg); 5th elemental toss
Quickened Casting [free-action] (concentrate) Frequency once per day; Effect If Zalavexus's next action is to cast a 3rd- or lower-level spell or cantrip, reduce the number of actions to cast it by 1 (minimum 1 action).Squirming Embrace [one-action] The worm that walks Strides, ending its movement sharing a space with a creature, and deals 4d8 piercing damage to the creature. The creature can attempt a DC 25 basic Reflex save.Steady Spellcasting If a reaction would disrupt Zalavexus's spellcasting action, he attempts a DC 15 flat check. On a success, the action isn't disrupted.Swarm Shape [one-action] (concentrate) 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.