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Happy November y’all! This month, I’m bringing you a quick dungeon map, ready for use in your D&D, Pathfinder, Shadowrun, or any other system campaign!
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| Ko-fi | Gumroad | Twitter |
Happy November y’all! This month, I’m bringing you a quick dungeon map, ready for use in your D&D, Pathfinder, Shadowrun, or any other system campaign!
Boss Encounter for a Haunted House
Built this as a boss encounter for a friend's home brew adventure. It's the last encounter in a haunted house. It's supposed to be a hard fight for a APL 4 party. It's tactics are to have mage armor cast when the house was entered and if it becomes aware of the PCs it casts shield and Eruptive pustules. Mage armor and shield are reflected in the stat block. In combat it tries to get into melee and use intensified corrosive touch but if it can't it will use ranged spells. It discorporates if reduced to 25 hit points and flees through cracks in the floor.
Worm that walks
CR 7 XP 3,200 Human Worm That Walks Sorcerer 6 (Pathfinder RPG Bestiary 2 0) Medium vermin (humanoid, human) Init +8; Senses blindsight 30 ft., darkvision 60 ft.; Perception +8
Defense
AC 25, touch 16, flat-footed 21 (+4 armor, +4 shield, +4 Dex, +1 natural, +2 insight) hp 53 (6d6+30); fast healing 7 Fort +5, Ref +6, Will +5 Defensive Abilities worm that walks traits; DR 15/—; Immune critical hits, disease, flanking, paralysis, poison, sleep; Resist acid 5
Offense
Speed 30 ft. Melee slam +3 (1d6 plus grab) Special Attacks bloodline arcana: draconic, discorporate, grab (Large), claws, squirming embrace Sorcerer Spells Known (CL 6th; concentration +10): 3rd (4/day)—eruptive pustulesUM (DC 17) 2nd (6/day)—acid arrow, elemental touchAPG, resist energy 1st (7/day)—corrosive touchUM, expeditious retreat, mage armor, magic missile, shield 0 (at will)—acid splash, bleed (DC 14), daze (DC 14), flare (DC 14), ghost sound (DC 14), read magic, touch of fatigue (DC 14)
Statistics
Str 10, Dex 18, Con 16, Int 13, Wis 10, Cha 18 Base Atk +3; CMB +3 (+11 grapple); CMD 23 Feats Combat Casting, Diehard, Eschew Materials, Improved Initiative, Intensified SpellAPG, Toughness Skills Intimidate +13, Knowledge (arcana) +10, Perception +8, Sense Motive +8, Spellcraft +10, Stealth +12, Use Magic Device +13; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth Languages Aklo, Common SQ bloodlines (draconic) Combat Gear scroll of fireball; Other Gear belt of giant strength +2, 125 gp
Special Abilities
Blindsight (30 feet) Sense things and creatures without seeing them. Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells. Combat Casting +4 to Concentration checks to cast while on the defensive. 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 Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Fast Healing 7 (Ex) Heal damage every round unless you are killed. Grab: Slam (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Immunity to Critical Hits You are immune to Critical Hits Immunity to Disease You are immune to diseases. Immunity to Flanking You are immune to flanking. Immunity to Paralysis You are immune to paralysis. Immunity to Poison You are immune to poison. Immunity to Sleep You are immune to sleep effects. Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap). Magic Claws (7 rounds/day) (Ex) 2 Magic Claw attacks deal 1d4 damage. Scroll of fireball Add this item to create a scroll with spells on it. Squirming Embrace (2d6+0, DC 16) (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 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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