Conqueror Worm.json 24 KB

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  1. {
  2. "ac": 46,
  3. "alignment": "NE",
  4. "breadcrumbs_spa": [],
  5. "category": "creature",
  6. "charisma": 10,
  7. "constitution": 7,
  8. "creature_ability": [
  9. "Convincing Telepathy",
  10. "Mental Invader",
  11. "Telepathic Escape",
  12. "Breath Weapon",
  13. "Fast Swallow",
  14. "Muster Minions",
  15. "Swallow Whole"
  16. ],
  17. "creature_family_markdown": "",
  18. "dexterity": 5,
  19. "exclude_from_search": false,
  20. "fortitude_save": 35,
  21. "hp": 460,
  22. "hp_raw": "460",
  23. "id": "creature-1642",
  24. "immunity": [
  25. "acid",
  26. "disease",
  27. "mental"
  28. ],
  29. "immunity_markdown": "acid, disease, mental",
  30. "intelligence": 10,
  31. "language": [
  32. "Abyssal",
  33. "Aklo",
  34. "Celestial",
  35. "Common",
  36. "Draconic",
  37. "Dwarven",
  38. "Elven",
  39. "Infernal",
  40. "Undercommon",
  41. "<%UMR%37%%>telepathy<%END> 200 feet"
  42. ],
  43. "language_markdown": "[Abyssal](/Languages.aspx?ID=12), [Aklo](/Languages.aspx?ID=13), [Celestial](/Languages.aspx?ID=16), [Common](/Languages.aspx?ID=1), [Draconic](/Languages.aspx?ID=2), [Dwarven](/Languages.aspx?ID=3), [Elven](/Languages.aspx?ID=4), [Infernal](/Languages.aspx?ID=19), [Undercommon](/Languages.aspx?ID=11); [telepathy](/MonsterAbilities.aspx?ID=37) 200 feet",
  44. "level": 21,
  45. "markdown": "<title level=\"1\" pfs=\"\">[Conqueror Worm](/Monsters.aspx?ID=1642)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nConqueror 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. <br />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.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Aberration](/Rules.aspx?ID=563)**\r\n([Occultism](/Skills.aspx?ID=11)): DC 47\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 45\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 42\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 21\">[Conqueror Worm](/Monsters.aspx?ID=1642)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"NE\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Gargantuan\" />\r\n<trait label=\"Aberration\" url=\"/Traits.aspx?ID=1\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Night of the Gray Death](/Sources.aspx?ID=99) pg. 66</row>\n\n**Perception** +37; [greater darkvision](/Rules.aspx?ID=415), [tremorsense](/MonsterAbilities.aspx?ID=40) (imprecise) 100 feet, [_true seeing_](/Spells.aspx?ID=344)\r\n\r\n**Languages**\r\n[Abyssal](/Languages.aspx?ID=12), [Aklo](/Languages.aspx?ID=13), [Celestial](/Languages.aspx?ID=16), [Common](/Languages.aspx?ID=1), [Draconic](/Languages.aspx?ID=2), [Dwarven](/Languages.aspx?ID=3), [Elven](/Languages.aspx?ID=4), [Infernal](/Languages.aspx?ID=19), [Undercommon](/Languages.aspx?ID=11); [telepathy](/MonsterAbilities.aspx?ID=37) 200 feet\r\n\r\n**Skills**\r\n[Arcana](/Skills.aspx?ID=2) +37, [Athletics](/Skills.aspx?ID=3) +39, [Deception](/Skills.aspx?ID=5) +41, [Diplomacy](/Skills.aspx?ID=6) +39, [Intimidation](/Skills.aspx?ID=7) +41, [Occultism](/Skills.aspx?ID=11) +39, [Religion](/Skills.aspx?ID=13) +35, [Society](/Skills.aspx?ID=14) +41\r\n\r\n<row gap=\"medium\">\r\n**Str** +10\r\n\r\n**Dex** +5\r\n\r\n**Con** +7\r\n\r\n**Int** +10\r\n\r\n**Wis** +6\r\n\r\n**Cha** +10\r\n</row>\r\n\r\n**Convincing Telepathy** ([enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) When a conqueror worm communicates telepathically, its overwhelming will bolsters its lies. Its [Deception](/Skills.aspx?ID=5) checks and Deception DCs aren't penalized for elaborate or unbelievable telepathic lies.\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 46 \r\n\r\n**Fort** +35 \r\n\r\n**Ref** +32 \r\n\r\n**Will** +38 \n\n</row>\r\n\r\n**HP** 460\n\n**Immunities**\r\nacid, disease, mental\r\n\r\n**Resistances**\r\nacid 20\r\n\r\n**Weaknesses**\r\ngood 20, piercing 20\r\n\r\n**Mental Invader**<actions string=\"Reaction\" /> ([enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120)) **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. <br />**Critical Success** The target is unaffected and can't be affected by the conqueror worm's Mental Invader ever again. <br />**Success** The target is stupefied 1 for 1 minute. <br />**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. <br />**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. <br /> **Telepathic Escape** ([enchantment](/Traits.aspx?ID=61), [incapacitation](/Traits.aspx?ID=93), [mental](/Traits.aspx?ID=106), [occult](/Traits.aspx?ID=120), [possession](/Traits.aspx?ID=129)) 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_](/Spells.aspx?ID=225) 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](/Conditions.aspx?ID=37) 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_](/Spells.aspx?ID=196), [_wish_](/Spells.aspx?ID=377), 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.\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 40 feet, burrow 30 feet; air walk\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\njaws +39 ([Acid](/Traits.aspx?ID=3), [Magical](/Traits.aspx?ID=103), [reach 20 feet](/Traits.aspx?ID=192)),\r\n**Damage** 4d10+18 piercing plus 2d6 acid and [Improved Grab](/MonsterAbilities.aspx?ID=27)\r\n\r\n**Occult Spontaneous Spells** DC 48, attack +38\r\n- **Cantrips (10th)**\r\n[Daze](/Spells.aspx?ID=61), [Detect Magic](/Spells.aspx?ID=66), [Mage Hand](/Spells.aspx?ID=177), [Shield](/Spells.aspx?ID=280), [Telekinetic Projectile](/Spells.aspx?ID=334)\r\n- **1st**\r\n[Mindlink](/Spells.aspx?ID=195), [Sanctuary](/Spells.aspx?ID=266), [True Strike](/Spells.aspx?ID=345), [Ventriloquism](/Spells.aspx?ID=356) (4 slots)\r\n- **2nd**\r\n[Death Knell](/Spells.aspx?ID=63), [Misdirection](/Spells.aspx?ID=198), [Status](/Spells.aspx?ID=308), [Telekinetic Maneuver](/Spells.aspx?ID=333) (4 slots)\r\n- **3rd**\r\n[Enthrall](/Spells.aspx?ID=104), [Fear](/Spells.aspx?ID=110), [Hypercognition](/Spells.aspx?ID=156), [Nondetection](/Spells.aspx?ID=209) (4 slots)\r\n- **4th**\r\n[Confusion](/Spells.aspx?ID=48), [Dream Message](/Spells.aspx?ID=90), [Modify Memory](/Spells.aspx?ID=200), [Outcast's Curse](/Spells.aspx?ID=211) (4 slots)\r\n- **5th**\r\n[Dimension Door](/Spells.aspx?ID=69), [Mind Probe](/Spells.aspx?ID=193), [Sending](/Spells.aspx?ID=272), [Synesthesia](/Spells.aspx?ID=328) (4 slots)\r\n- **6th**\r\n[Dominate](/Spells.aspx?ID=87), [Feeblemind](/Spells.aspx?ID=112), [Scrying](/Spells.aspx?ID=268), [Zealous Conviction](/Spells.aspx?ID=378) (4 slots)\r\n- **7th**\r\n[Magic Missile](/Spells.aspx?ID=180), [Possession](/Spells.aspx?ID=225), [Project Image](/Spells.aspx?ID=237), [Warp Mind](/Spells.aspx?ID=369) (4 slots)\r\n- **8th**\r\n[Discern Location](/Spells.aspx?ID=75), [Dispel Magic](/Spells.aspx?ID=78), [Mind Blank](/Spells.aspx?ID=192), [Unrelenting Observation](/Spells.aspx?ID=351) (4 slots)\r\n- **9th**\r\n[Foresight](/Spells.aspx?ID=127), [Overwhelming Presence](/Spells.aspx?ID=212), [Subconscious Suggestion](/Spells.aspx?ID=314), [Telepathic Demand](/Spells.aspx?ID=336) (4 slots)\r\n- **10th**\r\n[Fabricated Truth](/Spells.aspx?ID=106), [Time Stop](/Spells.aspx?ID=339) (2 slots)\r\n\r\n**Occult Innate Spells** DC 48\r\n- **9th**\r\n[Mind Reading](/Spells.aspx?ID=194) (at will)\r\n- **10th**\r\n[Dominate](/Spells.aspx?ID=87)\r\n- **Constant (9th)**\r\n[Air Walk](/Spells.aspx?ID=6), [True Seeing](/Spells.aspx?ID=344)\r\n\r\n**Breath Weapon** <actions string=\"Two Actions\" /> ([Evocation](/Traits.aspx?ID=65), [Acid](/Traits.aspx?ID=3), [Occult](/Traits.aspx?ID=120)) 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.\r\n\r\n**Fast Swallow** <actions string=\"Reaction\" /> **Trigger** The conqueror worm Grabs a creature; **Effect** The worm uses Swallow Whole.\r\n\r\n**Muster Minions** <actions string=\"Three Actions\" /> ([Conjuration](/Traits.aspx?ID=33), [Teleportation](/Traits.aspx?ID=156)) 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.\r\n\r\n**[Swallow Whole](/MonsterAbilities.aspx?ID=35)** <actions string=\"Single Action\" /> Huge, 4d10+10 bludgeoning plus 2d6 acid, Rupture 44\r\n\r\n</column>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">The End of the Game</title>\r\n\r\nA 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.\r\n</aside>",
  46. "name": "Conqueror Worm",
  47. "npc": false,
  48. "perception": 37,
  49. "rarity": "rare",
  50. "reflex_save": 32,
  51. "release_date": "2021-10-13",
  52. "resistance": {
  53. "acid": 20
  54. },
  55. "resistance_markdown": "acid 20",
  56. "resistance_raw": "acid 20",
  57. "search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Aberration\" url=\"/Traits.aspx?ID=1\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Night of the Gray Death](/Sources.aspx?ID=99) pg. 66</row>\n\n<row gap=\"medium\">\r\n**HP** 460\r\n\r\n**AC** 46\r\n\r\n**Fort** +35\r\n\r\n**Ref** +32\r\n\r\n**Will** +38\r\n\r\n**Perception** +37\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nConqueror worms are deeply malevolent creatures with terrifying magical power. They are highly intelligent and see societies as playthings, enacting …\r\n</summary>",
  58. "sense": " greater darkvision , tremorsense (imprecise) 100 feet, true seeing ",
  59. "sense_markdown": "[greater darkvision](/Rules.aspx?ID=415), [tremorsense](/MonsterAbilities.aspx?ID=40) (imprecise) 100 feet, [_true seeing_](/Spells.aspx?ID=344)",
  60. "size": [
  61. "Gargantuan"
  62. ],
  63. "skill": [
  64. "Arcana +37",
  65. "Athletics +39",
  66. "Deception +41",
  67. "Diplomacy +39",
  68. "Intimidation +41",
  69. "Occultism +39",
  70. "Religion +35",
  71. "Society +41"
  72. ],
  73. "skill_markdown": "[Arcana](/Skills.aspx?ID=2) +37, [Athletics](/Skills.aspx?ID=3) +39, [Deception](/Skills.aspx?ID=5) +41, [Diplomacy](/Skills.aspx?ID=6) +39, [Intimidation](/Skills.aspx?ID=7) +41, [Occultism](/Skills.aspx?ID=11) +39, [Religion](/Skills.aspx?ID=13) +35, [Society](/Skills.aspx?ID=14) +41",
  74. "source": [
  75. "Night of the Gray Death"
  76. ],
  77. "source_raw": [
  78. "Night of the Gray Death pg. 66"
  79. ],
  80. "source_category": "Adventures",
  81. "source_group": "Night of the Gray Death",
  82. "source_markdown": "<row gap=\"tiny\">[Night of the Gray Death](/Sources.aspx?ID=99) pg. 66</row>",
  83. "speed": {
  84. "burrow": 30,
  85. "land": 40,
  86. "max": 40
  87. },
  88. "speed_markdown": "40 feet, burrow 30 feet; air walk",
  89. "speed_raw": "40 feet, burrow 30 feet; air walk",
  90. "spell": [
  91. "Fabricated Truth",
  92. "Time Stop",
  93. "Foresight",
  94. "Overwhelming Presence",
  95. "Subconscious Suggestion",
  96. "Telepathic Demand",
  97. "Discern Location",
  98. "Dispel Magic",
  99. "Mind Blank",
  100. "Unrelenting Observation",
  101. "Magic Missile",
  102. "Possession",
  103. "Project Image",
  104. "Warp Mind",
  105. "Dominate",
  106. "Feeblemind",
  107. "Scrying",
  108. "Zealous Conviction",
  109. "Dimension Door",
  110. "Mind Probe",
  111. "Sending",
  112. "Synesthesia",
  113. "Confusion",
  114. "Dream Message",
  115. "Modify Memory",
  116. "Outcast's Curse",
  117. "Enthrall",
  118. "Fear",
  119. "Hypercognition",
  120. "Nondetection",
  121. "Death Knell",
  122. "Misdirection",
  123. "Status",
  124. "Telekinetic Maneuver",
  125. "Mindlink",
  126. "Sanctuary",
  127. "True Strike",
  128. "Ventriloquism",
  129. "Daze",
  130. "Detect Magic",
  131. "Mage Hand",
  132. "Shield",
  133. "Telekinetic Projectile",
  134. "Mind Reading",
  135. "Air Walk",
  136. "True Seeing"
  137. ],
  138. "spell_markdown": "[Air Walk](/Spells.aspx?ID=6), [Confusion](/Spells.aspx?ID=48), [Daze](/Spells.aspx?ID=61), [Death Knell](/Spells.aspx?ID=63), [Detect Magic](/Spells.aspx?ID=66), [Dimension Door](/Spells.aspx?ID=69), [Discern Location](/Spells.aspx?ID=75), [Dispel Magic](/Spells.aspx?ID=78), [Dominate](/Spells.aspx?ID=87), [Dream Message](/Spells.aspx?ID=90), [Enthrall](/Spells.aspx?ID=104), [Fabricated Truth](/Spells.aspx?ID=106), [Fear](/Spells.aspx?ID=110), [Feeblemind](/Spells.aspx?ID=112), [Foresight](/Spells.aspx?ID=127), [Hypercognition](/Spells.aspx?ID=156), [Mage Hand](/Spells.aspx?ID=177), [Magic Missile](/Spells.aspx?ID=180), [Mind Blank](/Spells.aspx?ID=192), [Mind Probe](/Spells.aspx?ID=193), [Mind Reading](/Spells.aspx?ID=194), [Mindlink](/Spells.aspx?ID=195), [Misdirection](/Spells.aspx?ID=198), [Modify Memory](/Spells.aspx?ID=200), [Nondetection](/Spells.aspx?ID=209), [Outcast's Curse](/Spells.aspx?ID=211), [Overwhelming Presence](/Spells.aspx?ID=212), [Possession](/Spells.aspx?ID=225), [Project Image](/Spells.aspx?ID=237), [Sanctuary](/Spells.aspx?ID=266), [Scrying](/Spells.aspx?ID=268), [Sending](/Spells.aspx?ID=272), [Shield](/Spells.aspx?ID=280), [Status](/Spells.aspx?ID=308), [Subconscious Suggestion](/Spells.aspx?ID=314), [Synesthesia](/Spells.aspx?ID=328), [Telekinetic Maneuver](/Spells.aspx?ID=333), [Telekinetic Projectile](/Spells.aspx?ID=334), [Telepathic Demand](/Spells.aspx?ID=336), [Time Stop](/Spells.aspx?ID=339), [True Seeing](/Spells.aspx?ID=344), [True Strike](/Spells.aspx?ID=345), [Unrelenting Observation](/Spells.aspx?ID=351), [Ventriloquism](/Spells.aspx?ID=356), [Warp Mind](/Spells.aspx?ID=369), [Zealous Conviction](/Spells.aspx?ID=378)",
  139. "spoilers": "Night of the Gray Death",
  140. "strength": 10,
  141. "strongest_save": [
  142. "will"
  143. ],
  144. "summary": "Conqueror worms are deeply malevolent creatures with terrifying magical power. They are highly intelligent and see societies as playthings, enacting …",
  145. "summary_markdown": "Conqueror worms are deeply malevolent creatures with terrifying magical power. They are highly intelligent and see societies as playthings, enacting …",
  146. "text": " 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 Conqueror Worm 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 Single Action jaws +39 (Acid, Magical, reach 20 feet), Damage 4d10+18 piercing plus 2d6 acid and Improved Grab Occult Spontaneous Spells DC 48, attack +38 - Cantrips (10th) Daze, Detect Magic, Mage Hand, Shield, Telekinetic Projectile - 1st Mindlink, Sanctuary, True Strike, Ventriloquism (4 slots) - 2nd Death Knell, Misdirection, Status, Telekinetic Maneuver (4 slots) - 3rd Enthrall, Fear, Hypercognition, Nondetection (4 slots) - 4th Confusion, Dream Message, Modify Memory, Outcast's Curse (4 slots) - 5th Dimension Door, Mind Probe, Sending, Synesthesia (4 slots) - 6th Dominate, Feeblemind, Scrying, Zealous Conviction (4 slots) - 7th Magic Missile, Possession, Project Image, Warp Mind (4 slots) - 8th Discern Location, Dispel Magic, Mind Blank, Unrelenting Observation (4 slots) - 9th Foresight, Overwhelming Presence, Subconscious Suggestion, Telepathic Demand (4 slots) - 10th Fabricated Truth, Time Stop (2 slots) Occult Innate Spells DC 48 - 9th Mind Reading (at will) - 10th Dominate - 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 Single 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. ",
  147. "trait": [
  148. "Aberration",
  149. "Rare",
  150. "NE",
  151. "Gargantuan"
  152. ],
  153. "trait_markdown": "[Aberration](/Traits.aspx?ID=1), [Rare](/Traits.aspx?ID=137)",
  154. "trait_raw": [
  155. "Aberration",
  156. "Rare"
  157. ],
  158. "type": "Creature",
  159. "url": "/Monsters.aspx?ID=1642",
  160. "vision": "Greater darkvision",
  161. "weakest_save": [
  162. "ref",
  163. "reflex"
  164. ],
  165. "weakness": {
  166. "good": 20,
  167. "piercing": 20
  168. },
  169. "weakness_markdown": "good 20, piercing 20",
  170. "weakness_raw": "good 20, piercing 20",
  171. "will_save": 38,
  172. "wisdom": 6
  173. }