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Worm Prophet

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.

Recall Knowledge - Aberration (Occultism): DC 32
Unspecific Lore: DC 30
Specific Lore: DC 27

Elite | Normal | Weak
Proficiency without Level

Worm ProphetCreature 12

Uncommon Medium Aberration Swarm Unholy 
Source Monster Core 2 pg. 312
Perception +11; darkvision, tremorsense (imprecise) 30 feet
Languages Aklo, Chthonian, Common, Empyrean
Skills Acrobatics +8, Diplomacy +10, Intimidation +12, Performance +10, Religion +13, Stealth +10
Str +5, Dex +2, Con +4, Int +3, Wis +7, Cha +6
Items +1 striking warhammer, silver religious symbol (10)
AC 20 all-around vision; Fort +8, Ref +8, Will +13
HP 160; Immunities precision, swarm mind, unconscious; Resistances physical 10, poison 10, spirit 10; Weaknesses area damage 10, splash damage 10
Discorporate When the worm prophet 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 worm prophet 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 worm prophet permanently. The invertebrates have a collective pool of HP, typically equal to 40 HP, and the same AC, saves, immunities, resistances, and weaknesses as the worm prophet. The invertebrates can't take actions but they escape automatically once the round elapses. At the GM's discretion, clever means of trapping or eliminating the creatures might be sufficient to destroy the worm prophet.
Speed 25 feet, burrow 15 feet
Melee [one-action] warhammer +12 [+7/+2] (shove), Damage 2d8+11 bludgeoning plus clinging remnantsMelee [one-action] fist +12 [+8/+4] (agile, finesse, nonlethal, unarmed), Damage 1d4+1 bludgeoning plus clinging remnantsDivine Prepared Spells DC 21, attack +13; 6th blessed boundary, dispel magic, vampiric exsanguination; 5th crisis of faith, heal, spiritual guardian; 4th divine wrath, fly, talking corpse; Cantrips (6th) daze, detect magic, divine lance, message, shield
A Thousand Mouths in Prayer [one-action] (divine, healing) The worm prophet's constituent creatures whisper countless paeans to their gods. The worm prophet attempts to counteract (counteract modifier +24, 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 1d4 rounds.Clinging Remnants A worm prophet'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 [one-action] (healing) The worm prophet 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 skittering slayer doesn't recover HP in areas where there aren't enough arthropods to call to themselves.Squirming Embrace [one-action] The worm prophet Strides. If they end their movement sharing a space with a creature, they deal 4d6 piercing damage to the creature, with a DC 20 basic Reflex save. The worm prophet can Burrow instead of Striding.Swarm Shape [one-action] (concentrate) The worm prophet collapses into a shapeless swarm of their constituent creatures. They drops all items in their possession. In this form, the worm prophet 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.

All Monsters in "Swarm Strider"

NameLevel
Skittering Slayer8
Thousand Thieves16
Worm Prophet12

Swarm Strider

Source Monster Core 2 pg. 310
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.

Swarm Strider Abilities

A swarm strider gains the aberration and swarm traits. They lose any traits that represent their former life, such as human and humanoid, though they usually remain the same size, keep the same items, and use the same weapons as they did before their rebirth. Swarm striders typically have the following abilities.

Darkvision

Tremorsense 30 feet (imprecise)

All-around Vision

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 1d4 persistent piercing damage, increasing to 2d4 at 5th level, 3d4 at 10th level, 4d4 at 15th level, and 5d4 at 20th level.

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 HP, typically equal to 1/4 of the swarm strider's maximum HP, and the same AC, saves, immunities, resistances, and weaknesses as the swarm strider. The invertebrates can't take actions but they escape automatically once the round elapses. At the GM's discretion, clever means of trapping or eliminating the creatures might be sufficient to destroy the swarm strider.

Immunities precision, swarm mind Resistances resistance 2 to physical and poison, increasing to 5 at 5th level, 10 at 10th level, 15 at 15th level, and 20 at 20th level.

Weaknesses weakness 2 to area damage and splash damage, increasing to 5 at 5th level, 10 at 10th level, 15 at 15th level, and 20 at 20th level

Draw Bugs [one-action] (healing) The swarm strider draws more arthropods from the environment around them to reconstitute some of their damaged body. They regain the listed number of HP, which is typically 5 HP, increasing to 10 at 5th level, 15 at 10th level, and 20 at 15th level. 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 [one-action] The swarm strider Strides. If they end their movement sharing a space with a creature, they deal 1d6 piercing damage to the creature, with a basic Reflex save. The save DC is the high spell DC for the swarm strider's level. The damage increases by 1d6 at 4th level and every 3 levels thereafter. The swarm strider can Burrow, Climb, Fly, or Swim instead of Striding if they have the corresponding movement type.

Swarm Shape [one-action] (concentrate) 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.

Sidebar - Treasure and Rewards A Swarm's Hoard

A swarm strider often cradles an assortment of trinkets and talismans within their undulating body, along with clothing and armor that’s flexible enough that it might fit through cracks when the creature discorporates. Any other valuables are buried, often hidden beneath several feet of soil in the swarm strider’s lair. Thus, recovering the creature’s wealth often requires a shovel, determination, and hours of backbreaking labor.

Sidebar - Locations Fantastical Feasts

Otherworldly beings and magical environments can spawn truly fantastical swarm striders. The Sarkoris Scar’s soil imparts fiendish features and malevolent impulses, especially to swarm striders that feast on demon flesh. Beings comprised entirely of blood-drinking moths aren’t unheard of in Gebbite society. There are even swarm striders of chameleonic birds said to live near First World rifts.

Sidebar - Additional Lore Split Personality

Even though a swarm strider has a collective intelligence and many memories from their past life, the nature of that intelligence can shift over time. Each of the constituent creatures acts like a specific neuron within a brain, and as they’re lost or replaced, the associated facets of the swarm strider’s personality might change. Destroying most of a swarm strider might leave the regenerated whole with amnesia. Likewise, if two or more depleted swarm striders combine, their personalities often meld into a whole new identity.

Sidebar - Related Creatures Swarms of Different Forms

In the right environments—particularly where other invertebrates are most common—swarm striders might be composed of unlikely critters. The following are several possible variants.

Bookworm: Born students trapped in labyrinthine libraries, these swarm striders voraciously consume knowledge—including the spellbooks and scrolls of those damaged by their Squirming Embrace!

Cicada: These noisome swarm striders often hibernate for years at a time, and their screeching is known to counteract auditory effects.

Lamprey: A kraken’s corpse or awakened whalefall can seep intelligence into the lampreys that feast on their flesh, creating aquatic swarm striders with prodigious size and reach.

Leech: This bloodsucking swarm strider usually forms from a fresh corpse exsanguinated in a leechinfested swamp, gaining both the ability to swim and to deal persistent bleed damage instead of piercing damage.

Wasp: Stinging and buzzing, a wasp strider flies, moving much faster in the air than on the ground.

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