CREATING A WORM THAT WALKS
Type: The character's
type changes to aberration (it is a creature composed of hundreds of discrete crawling worms).
Hit Dice: Increase to d8.
AC: The mass of worms that make up this creature, each looking out for danger, in sum provide a +20 insight bonus to
AC.
Engulf (Ex): A
worm that walks can choose to
engulf an opponent who is no more than one size category larger than itself. The worm attempts to embrace its victim, and with a successful melee touch attack, the victim is immediately swallowed up and surrounded by a mass of vermin, taking 100 points of
Damage as the biting vermin nibble away. A victim who spends a
full-round action can break free of the embrace and move up to half its
speed away from the worm if desired, but can do nothing else. Otherwise, each round a victim remains embraced, it takes another 100 points of
Damage. Constructs are immune to this attack.
Spell-Like Abilities: 1/day-
animal growth (vermin),
animal messenger (vermin),
animal shapes (vermin),
animal trance (vermin),
colossal vermin (as
giant vermin, but it can increase the creature's size from Large to Gargantuan and from Huge to Colossal),
creeping doom, giant vermin, summon swarm (vermin),
summon vermin (as
summon nature's ally, except it summons 10 HD of vermin per level), and
vermin plague (as
insect plague).
Caster level 20th.
Blindsight (Ex):
Worms that walk have blindsight 300 ft.
Frightful Presence (Su):
When a
worm that walks engulfs a victim, witnesses must make a Will
save (DC 10 + 1/2 the worm's HD + the worm's Cha modifier). Those who make the
save are shaken. Those who fail by 5 or fewer points are frightened. Those who fail by 6 to 10 points are panicked. Those who fail by 11 or more points are cowering. All these
conditions last for 1d4 rounds. Those who have seen a worm use this attack before gain a +5 bonus on their
saving throws. The victim of the worm's
engulf attack has a -5 penalty on his or her
saving throw.
Discorporate (Ex):
If gravely threatened, a worm can
discorporate as a
free action, simply
falling into a pile of individual vermin that slither quickly away. So long as any of the
component vermin survive, they can breed and create a new body to house the
wizard's intelligence and personality. Discorporating is a dangerous tactic, because once separated, the vermin are treated no differently than other vermin. Also, the worm stands a good chance of losing all its equipment. However, discorporation almost assures that at least one maggot (if not dozens) will manage to crawl away, and so provide for the worm's continued existence.
Saves: Same as the character.
Abilities: Same as the character.
Feats: Same as the character.
Epic Feats: Same as the character.
Organization: Solitary, occasionally with minions or master.
Challenge Rating: Same as the character + 3.
Treasure: Same as the character.
Advancement: By character class.
WORM THAT WALKS CHARACTERS
By making eldritch preparations on a burial plot, a powerful spellcaster can improve the likelihood of a
worm that walks emerging from the ground. The body is buried in an elaborate ritual that, the spellcaster hopes, will attract a critical mass of worms or maggots. The spellcaster performing the ritual must spend 10,000 gp in rare reagents for the ceremony. Furthermore, the ritual drains 2,000 XP from the spell-caster and requires the following
spells:
limited wish, polymorph any object, summon swarm (heightened to 7th level),
and
sympathy. Even if the ritual is performed correctly, there is only a chance that the deceased spellcaster will arise as a
worm that walks. For each prepared but uncast
arcane spell the deceased had at the moment of death (or unused spell slots if a spontaneous caster), there's a 1% chance that a
worm that walks will slither from the grave soil in 1d4 days. Some worms that walk arise spontaneously from ordinary burial plots, but such an event is exceedingly rare. And an epic spell can create worms that walk every time without fail.
Target: Dead creature touched
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 441,000 gp; 9 days; 17,640 XP. Seeds:
life (DC 27),
transform (DC 21). Factors: change creature
type to aberration (+5 DC); add
worm that walks'
spell-like, extraordinary, and supernatural
abilities (+40 DC). Mitigating factors: increase
casting time by 10 minutes (-20 DC); increase
casting time by 7 days (-14 DC).
When this
spell is cast, worms or maggots slither and crawl their way inexorably toward the corpse touched. Over the course of the next week, they consume the flesh of the corpse, and when the last bit of the corpse is devoured, the creature is returned to a semblance of life as a
worm that walks.