Hordes of swarming locusts coalesce to make up the form of a humanoid woman carrying a scythe, a demonic symbol emblazoned on her chest.
Worm that Walks (Locust Variant) CR 8
AC 19, touch 19, flat-footed 16 (+1 deflection, +2 Dex, +1 dodge, +5 insight)
hp 77 (7d8+42); fast healing 8
Fort +9, Ref +4, Will +10
Defensive Abilities worm that walks traits; DR 15/—; Immune disease, paralysis, poison, sleep
Speed 30 ft.
Melee mwk scythe +8 (2d4+1/.4) or slam +6 (1d4+1 plus grab)
Special Attacks discorporate, channel negative energy 6/day (DC 16, 4d6), destructive smite (+3, 8/day), squirming embrace, tenacious
Spell-Like Abilities (CL 7th; concentration +12)
8/day—touch of evil (3 rounds)
Cleric Spells Prepared (CL 7th; concentration +12)
4th—air walk, divine power, unholy blightD (DC 19)
3rd—contagion (DC 18), dispel magic, magic circle against goodD, protection from energy
2nd—cure moderate wounds, darkness, hold person (DC 17), shatterD, spiritual weapon
1st—command (DC 16), cure light wounds, doom (DC 16), obscuring mist, protection from good, shield of faith, true strikeD
0th (at will)—detect magic, guidance, read magic, resistance
Str 13, Dex 14, Con 18, Int 8, Wis 20, Cha 12
Base Atk +5; CMB +6 (+14 grapple); CMD 29 (33 vs. grapple)
Feats DiehardB, Dodge, Extra Channel, Improved Channel, Toughness, Weapon Focus (scythe)
Skills Knowledge (planes) +6, Knowledge (religion) +5, Perception +15, Sense Motive +13, Spellcraft +7, Stealth +10; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Gear mwk scythe, headband of inspired wisdom +2, ring of protection +1
Treasure NPC gear
Because of the odd and usually accidental circumstances through which worms that walk are born, the process of such birth is far from standardized. Thus, the worms themselves can take more shapes than simply the most common one. For purposes of clarity, all of the variants presented below are referred to as worms that walk, even if their main components are not actually worms. Usually the only changes in these variants are cosmetic in nature (though see locust variant, below).
Army Ants: Common in deserts and lush, tropical jungles, army ants swarm over the land like a living carpet, devouring everything they come across. A worm that walks composed of army ants likewise consumes everything in its path—including the body of the spellcaster it once was. Disturbingly, these worms that walk spend little of their time in humanoid-shaped form, preferring to crawl as a biting swarm of legs and pincers. This form of worms that walk is mostly likely to be encountered in underground locations.
Cockroaches: Cockroaches can be found in great numbers anywhere civilization stains the landscape with its refuse. Worms that walk composed of cockroaches are more likely to be found in urban areas, especially in large cities where they can go unnoticed by most, usually arising when both corpses and magical effluent are deposited in sewers and garbage dumps. A worm that walks composed of cockroaches is a creature of stealth and guile. Frequently keeping to the shadows and sewers of the city, these worms that walk broker information and engage in blackmail, augmenting their unnatural talents with strong illusion and enchantment magic.
Locusts: Found in any area that sports—or once sported—verdant plant life, this worm that walks variant has plague-like nuances and can be particularly hard to kill. Made up of ravenous locusts, these worms that walk make meals of any creatures weaker than they, and are particularly attuned to their animalistic instincts.
Wasps: Typically found in warm, moist regions, these worms that walk are made from hundreds of thousands of buzzing, swarming wasps.
Pathfinder Adventure Path #75: Demon’s Heresy © 2013, Paizo Publishing, LLC; Author: Jim Groves.