
Tangent101 |
5 people marked this as a favorite. |

After my players foolishly left the body of Aldern Foxglove in the same chamber as the mold that was the arcane remnants of his great uncle (or something to that effect), I decided I HAD to have fun with this.
So when the players returned to deal with the mold? The haunts were gone, the house felt less terrifying... and Aldern's body was gone, as was the odd black mold. I had the mold crawl onto Aldern's body, reattach his head to it, and walk out on the stumps of Aldern's ankles (one player chopped off the hands and feet, just to be safe. But left the head facing the body's behind.)
The end result of this odd merging is a little bit Skinsaw Man, a bit of the elder Foxglove, and something horrifically more dangerous.
XP 102400
Male Ghast Worm That Walks Aristocrat 1/Fighter 1/Rogue 3/Wizard 10
CE Medium Vermin (augmented undead)
Init +12; Senses blindsight 30 ft., darkvision 60 ft.; Perception +20
Aura stench (dc 18)
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Defense
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AC 25, touch 23, flat-footed 16 (+8 Dex, +2 natural, +1 dodge)
hp 233 (1d10+6d8+10d6+139); fast healing 17
Fort +13, Ref +16 (+1 bonus vs. traps), Will +14; +2 bonus vs. channeled energy
Defensive Abilities channel resistance +2, evasion, trap sense, worm that walks traits; DR 15/—; Immune ability drain, bleeds, critical hits, death effects, disease, energy drain, exhaustion, fatigue, flanking, mind-affecting, non-lethal damage, paralysis, physical ability damage, poison, sleep, stunning, undead traits
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Offense
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Speed 30 ft.
Melee Bite (Ghast Worm That Walks) +17 (1d6+5/x2) and
Claw x2 (Ghast Worm That Walks) +17 x2 (1d6+5/x2) and
Slam (Discorporate) +17 (1d6+5 plus grab/x2)
Special Attacks discorporate, paralysis (1d4+1 rounds) (dc 18), sneak attack +2d6, squirming embrace (4d6+7) (dc 25)
Wizard Spells Prepared (CL 10):
5 (3/day) Symbol of Pain (DC 20), Symbol of Pain (DC 20), Dominate Person (DC 20), Teleport
4 (4/day) Control Summoned Creature (DC 19), Dimension Door, Mythic Severance (DC 19), Mythic Severance (DC 19), Vomit Twin
3 (4/day) Summon Monster III, Hold Person (DC 18), Vampiric Touch, Dispel Magic, Ablative Barrier
2 (5/day) Frigid Touch, Protection from Arrows, Scorching Ray, Command Undead (DC 17), Blood Transcription, Spontaneous Immolation (DC 17)
1 (6/day) Corrosive Touch, Chill Touch (DC 16), Protection from Good, Infernal Healing, Icicle Dagger (x2), Sculpt Corpse (DC 16)
0 (at will) Acid Splash, Touch of Fatigue (DC 15), Bleed (DC 15), Detect Magic
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Statistics
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Str 20, Dex 26, Con —, Int 20, Wis 18, Cha 24
Base Atk +9; CMB +14 (+22 Grappling); CMD 41
Feats Arcane Strike, Combat Casting, Command Undead (8/day) (DC 22), Craft Wand, Diehard, Dodge, Forge Ring, Improved Initiative, Lightning Reflexes, Lunge, Persuasive, Reach Spell, Rime Spell, Scribe Scroll, Toughness, Weapon Finesse
Skills Acrobatics +20, Appraise +15, Bluff +20, Climb +20, Diplomacy +21, Escape Artist +15, Fly +15, Intimidate +21, Knowledge (local) +16, Knowledge (nobility) +16, Perception +20 (+21 to locate traps), Ride +17, Sense Motive +25, Sleight of Hand +20, Spellcraft +25, Stealth +35, Swim +10, Use Magic Device +15; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Elven, Halfling, Infernal, Shoanti, Varisian
SQ arcane bonds (object [wand of magic missile] [1/day]), disease (dc 18), grave touch (8/day), life sight (10 rounds/day), opposition schools (illusion, transmutation), rogue talents (finesse rogue), specialized schools (necromancy), trapfinding +1
Combat Gear Wand of magic missile; Other Gear You have no money!
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Special Abilities
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Arcane Bond (Wand of magic missile) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blindsight (30 feet) Sense things and creatures without seeing them.
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Command Undead (8/day) (DC 22) Channel energy can take control of undead.
Damage Reduction (15/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diehard You are stable and can choose how to act when at negative Hp.
Discorporate (Su) A worm that walks can collapse into a shapeless swarm of worms as a free action. All held, worn, and carried items fall and its Strength score drops to 1. The worm that walks functions as a true swarm while discorporated, with a reach of 0 feet (its
Disease (DC 18) (Su) Ghoul Fever: Bite-injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Healing 17 (Ex) You heal damage every round if you have > 1 Hp.
Grab: Slam (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grave Touch (8/day) (Sp) Melee touch attack, shakes then frightens target.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Flanking You are immune to flanking.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Life Sight (10 rounds/day) (Su) Blindsight 10'+ to detect living and undead for wizard level rounds / day.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Paralysis (1d4+1 rounds) (DC 18) This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Squirming Embrace (4d6+7) (DC 25) (Ex) If a worm that walks grapples a foe, as a swift action, it can cause a swarm of worms to squirm over the grappled creature. These worms deal automatic swarm damage with no attack roll needed (see the table below). If a creature takes damage from the
Stench (10 feet, 1d6 + 4 minutes) (DC 18) The stink of death surrounds ghasts. (Fort DC 15 negates, sickened for 1d6+4 minutes)
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
Worm that Walks Traits A worm that walks has no discernible anatomy, and is not subject to critical hits or flanking. Reducing a worm that walks to 0 hit points causes it to discorporate (see below) - a worm that walks at 0 hit points is staggered, and one at negative hit
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I'll undoubtedly add a few other magic items as well. But I figure the Skinsaw Worm will likely attack the PCs possibly when they're seeking the Runeforge, and will likely include a swarm of undead minions as well as summoned foes.

Ivan Rûski |

I am so stealing this. My players left the body down there as well, and didn't want to even go near the mold. My players are rushing back to Sandpoint from Hook Mountain after finding out about the planned attack, and have taken an unexpected detour into the Harrowed Realm. Will hit them with this when they make it back. Well, I'll have to make my own really as yours is too high of CR, but thanks for the idea Tangent!
I had planned on having Vorel Foxglove posses Aldern's body and go back through the process of becoming a lich again, but I think this is cooler.