Worm That Walks

Medium undead, chaotic evil

Armor Class 12 (15 with mage armor)
Hit Points 153 (18d8 + 18)
Speed 30 ft.

16 (+3) 14 (+2) 18 (+4) 16 (+3) 15 (+2) 20 (+5)

Saving Throws Int +9, Wis +6
Skills Arcana +13, History +13
Damage Resistances damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Common, Elven, High Boros, Protean
Challenge 12 (8,400 XP)


  • Spellcasting. The Worm That Walks is an 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The Worm that Walks can cast disguise self and invisibility at will and has the following sorcerer spells prepared:
  • Regeneration. A worm that walks regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or a body of running water. If a worm that walks takes acid, fire, or radiant damage, this trait doesn’t function at the start of it’s next turn. A worm that walks is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Magic Resistance. A worm that walks has advantage on saving throws against spells and other magical effects.
  • Sorcery. A worm that walks has 12 sorcery points. It may use a bonus action to recover spent spell slots at 1 per spell level being recovered or it can use them to enhance this spell by spending 2 points to turn a spells casting time into a bonus action or 1 point to reroll the damage die of damaging spells (it must accept the reroll).

* These spells are cast on itself before combat.


  • Multiattack. A worm that walks makes two attacks with it’s claws and uses Burrowing Worm.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage and the target is exposed to the burrowing worm trait.
  • Burrowing Worm. 1d4+1 worms launch at one humanoid that it can see within 10 feet. The worm latches onto the target’s skin unless the target succeeds on a DC 14 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (?4) in every ability score, and a speed of 1 foot. While on the target’s skin, the worm can be killed by normal means or scraped off using an action (Lord Cellichos can use this action to launch a scraped-off worm at a humanoid he can see within 10 feet of the worm). Otherwise, the worm burrows under the target’s skin at the end of the target’s next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.
  • Discorporate. A worm that walks can collapse into a shapeless swarm of worms (treat as a polymorph spell that allows the worm that walks to turn into a swarm of insects) as a bonus action. All held, worn, and carried items fall to the ground. The worm that walks can reform into it’s true form (including equipping all gear in reach) as an action as long as it has at least 1 hit point.
Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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