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		<title>SRD:Worm That Walks - История изменений</title>
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		<title>Sledged: /* WORM THAT WALKS */</title>
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				<updated>2010-01-19T04:35:53Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;WORM THAT WALKS&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Новая страница&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{OGL Top}}&lt;br /&gt;
=WORM THAT WALKS=&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|style=&lt;br /&gt;
|creature=&lt;br /&gt;
|size=Medium|type=[[SRD:Aberration Type|Aberration]]  &lt;br /&gt;
|hd=23d8 + 49  | hp=152&lt;br /&gt;
|init=+8 (+4 [[SRD:Dexterity|Dex]], +4 [[SRD:Improved Initiative|Improved Initiative]])  &lt;br /&gt;
|speed=30 ft.  &lt;br /&gt;
|ac=47 (+4 [[SRD:Dexterity|Dex]], +8 ''bracers'', +3 ''ring'', +2 ''amulet'', +20 insight)   |touch=37  |flat=23&lt;br /&gt;
|bab=+11  | grapple=+11&lt;br /&gt;
|at=''+4 staff'' +15 (1d6+4) melee  &lt;br /&gt;
|full_at=''+4 staff'' +15/+10 (1d6+4) melee  &lt;br /&gt;
|space=5 ft. | reach=5 ft.  &lt;br /&gt;
|sa=[[SRD:Spell-Like Ability|Spell-like abilities]], engulf, [[SRD:Fear#Frightful Presence (Ex)|Frightful Presence]]  &lt;br /&gt;
|sq=[[SRD:Blindsight and Blindsense#Blindsight (Ex)|Blindsight]] 300 ft., SR 36, discorporate, immunities&lt;br /&gt;
|fort=+11|ref=+14|will=+17  &lt;br /&gt;
|str=10|dex=14 (18 with ''glove''s)|con=13 (15 with ''Ioun ston''e) |int=20 (26 with ''headban''d)|wis=12|cha=8&lt;br /&gt;
|skills=[[SRD:Concentration Skill|Concentration]] +22, [[SRD:Craft Skill|Craft]] (alchemy) +28, [[SRD:Listen Skill|Listen]] +24, [[SRD:Knowledge Skill|Knowledge]] (arcana, local, nature, religion) +28, [[SRD:Listen Skill|Listen]] +21, [[SRD:Move Silently Skill|Move Silently]] +24, [[SRD:Spellcraft Skill|Spellcraft]] +28&lt;br /&gt;
|feats=[[SRD:Brew Potion|Brew Potion]], [[SRD:Combat Casting|Combat Casting]], [[SRD:Craft Staff|Craft Staff]], [[SRD:Craft Wondrous Item|Craft Wondrous Item]], [[SRD:Heighten Spell|Heighten Spell]], [[SRD:Improved Initiative|Improved Initiative]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]] (10th), [[SRD:Improved Spell Capacity|Improved Spell Capacity]] (11th), [[SRD:Lightning Reflexes|Lightning Reflexes]], [[SRD:Maximize Spell|Maximize Spell]], [[SRD:Quicken Spell|Quicken Spell]], [[SRD:Scribe Scroll|Scribe Scroll]], [[SRD:Spell Penetration|Spell Penetration]], [[SRD:Toughness|Toughness]]  &lt;br /&gt;
|env=Any  &lt;br /&gt;
|org=Solitary  &lt;br /&gt;
|cr=26  &lt;br /&gt;
|treas=As character  &lt;br /&gt;
|align=Any evil  &lt;br /&gt;
|adv=As character  &lt;br /&gt;
}}&lt;br /&gt;
A worm that walks rarely speaks, although it retains knowledge of all [[SRD:Speak Language Skill|languages]] it knew in life, as well as any it has learned since.&lt;br /&gt;
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===COMBAT===&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Creature Spells and Powers#Spells|Spells]]:''' A worm that walks can cast any [[SRD:Creature Spells and Powers#Spells|spells]] it could cast as a character. This sample worm was a 23rd-level [[SRD:Wizard|wizard]] ([[SRD:Creature Spells and Powers#Spells|spells]] per day: 4/12/6/6/6/5/5/5/5/4/1/1). The last spell slots are 10th-level and 11th-level slots, respectively, and are available for 0–9th level meta-magic [[SRD:Creature Spells and Powers#Spells|spells]].  &lt;br /&gt;
&lt;br /&gt;
'''Spell-Like ''' 1/day—''[[SRD:Animal Growth|animal growth]]'' ([[SRD:Vermin Type|vermin]]), ''[[SRD:Animal Messenger|animal messenger]]'' ([[SRD:Vermin Type|vermin]]), ''[[SRD:Animal Shapes|animal shapes]]'' ([[SRD:Vermin Type|vermin]]), ''[[SRD:Animal Trance|animal trance]]'' ([[SRD:Vermin Type|vermin]]), ''colossal [[SRD:Vermin Type|vermin]]'' (as ''[[SRD:Giant Vermin|giant vermin]]'', but it can increase the creature’s size from Large to Gargantuan and from Huge to Colossal), ''[[SRD:Creeping Doom|creeping doom]], [[SRD:Giant Vermin|giant vermin]], [[SRD:Summon Swarm|summon swarm]]'' ([[SRD:Vermin Type|vermin]]), ''summon [[SRD:Vermin Type|vermin]]'' (as ''[[SRD:Summon Nature's Ally I|summon nature’s ally]],'' except it summons 10 [[SRD:Hit Dice|HD]] of [[SRD:Vermin Type|vermin]] per level), and ''[[SRD:Vermin Type|vermin]] plague'' (as ''[[SRD:Insect Plague|insect plague]]''). [[SRD:Caster Level|Caster level]] 20th; save [[SRD:DC|DC]] 9 + [[SRD:Spell Level|spell level]]. The save [[SRD:DC|DCs]] are [[SRD:Charisma|Charisma]]-based.&lt;br /&gt;
&lt;br /&gt;
'''Engulf ([[SRD:Ex|Ex]]):''' A worm that walks can choose to engulf an opponent who is no more than one [[SRD:Size Category|size category]] larger than itself. The worm attempts to embrace its victim, and with a successful melee [[SRD:Touch Attack|touch attack]], the victim is immediately swallowed up and surrounded by a mass of [[SRD:Vermin Type|vermin]], taking 100 points of damage. A victim who spends a [[SRD:Full-Round Actions|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 [[SRD:Round|round]] a victim remains embraced, it takes another 100 points of Damage. [[SRD:Construct Type|Constructs]] are immune to this attack.  &lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Creature Spells and Powers#Spells|Spells]]:''' The worm that walks can cast any [[SRD:Creature Spells and Powers#Spells|spells]] it could cast when a living character. It also gains several related abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Fear#Frightful Presence (Ex)|Frightful Presence]] ([[SRD:Su|Su]]):''' When a worm that walks engulfs a victim, witnesses must make a [[SRD:Saving Throw|Will save]] ([[SRD:DC|DC]] 10 + 1/2 the worm’s [[SRD:Hit Dice|HD]] + the worm’s [[SRD:Charisma|Cha]] modifier). Those who make the save are [[SRD:Shaken|shaken]]. Those who fail by 5 or fewer points are [[SRD:Frightened|frightened]]. Those who fail by 6 to10 points are [[SRD:Panicked|panicked]]. Those who fail by 11 or more points are [[SRD:Cowering|cowering]]. All these conditions last for 1d4 rounds. Those who have seen a worm use this attack before gain a +5 bonus on their [[SRD:Saving Throw|saving throws]]. The victim of the worm’s engulf attack has a –5 penalty on his or her [[SRD:Saving Throw|saving throw]].  &lt;br /&gt;
&lt;br /&gt;
'''Discorporate ([[SRD:Ex|Ex]]):''' If gravely threatened, a worm can discorporate as a [[SRD:Free Actions|free action]], simply falling into a pile of individual [[SRD:Vermin Type|vermin]] that slither quickly away. So long as any of the component [[SRD:Vermin Type|vermin]] survive, they can breed and create a new body to house the [[SRD:Wizard|wizard]]’s intelligence and personality. Discorporating is a dangerous tactic, because once separated, the [[SRD:Vermin Type|vermin]] are treated no differently than other [[SRD:Vermin Type|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.  &lt;br /&gt;
&lt;br /&gt;
'''Immunities ([[SRD:Ex|Ex]]):''' A worm that walks has no discernable anatomy, so it is not subject to [[SRD:Critical Hit|critical hits]] or flanking.&lt;br /&gt;
&lt;br /&gt;
'''Possessions:''' Scrolls of ''[[SRD:Fireball|fireball]]'' (10th-level caster), ''[[SRD:Greater Teleport|greater teleport]], [[SRD:Acid Fog|acid fog]], [[SRD:Incendiary Cloud|incendiary cloud]], [[SRD:Shapechange|shapechange]], [[SRD:Wail of the Banshee|wail of the banshee]], [[SRD:Clenched Fist|clenched fist]], [[SRD:Horrid Wilting|horrid wilting]], [[SRD:Maze|maze]], [[SRD:Summon Monster IX|summon monster ix]]''; ''potions of [[SRD:Cure Serious Wounds|cure serious wounds]], [[SRD:Alter Self|alter self]], [[SRD:Haste|haste]], [[SRD:Fly (Spell)|fly]].'' Other magic gear: ''[[SRD:Amulet of Natural Armor|amulet of natural armor]] +2, [[SRD:Bracers of Armor|bracers of armor]] +8, [[SRD:Ring of Protection|ring of protection]] +3, +4 [[SRD:Quarterstaff|staff]]'', ''[[SRD:Rod of Absorption|rod of absorption]], [[SRD:Gloves of Dexterity|gloves of Dexterity]] +4, [[SRD:Headband of Intellect|headband of intellect]] +6, pink [[SRD:Ioun Stone|Ioun stone]], [[SRD:Wings of Flying|wings of flying]].''&lt;br /&gt;
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===CREATING A WORM THAT WALKS===&lt;br /&gt;
“Worm that walks” is a template that can be added to any evil [[SRD:Wizard|wizard]] or [[SRD:Sorcerer|sorcerer]]. It uses all the original character’s statistics, special abilities, and equipment, except as noted here.  &lt;br /&gt;
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'''Type:''' The character’s type changes to [[SRD:Aberration Type|aberration]] (it is a creature composed of hundreds of discrete crawling worms).  &lt;br /&gt;
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'''[[SRD:Hit Dice|Hit Dice]]:''' Increase to d8.  &lt;br /&gt;
&lt;br /&gt;
'''[[SRD:AC|AC]]:''' The mass of worms that make up this creature, each looking out for danger, in sum provide a +20 insight bonus to [[SRD:AC|AC]].  &lt;br /&gt;
&lt;br /&gt;
'''Special Attack:''' A worm that walks retains all the character’s special attacks. It also gains one special attack, engulf.  &lt;br /&gt;
&lt;br /&gt;
'''Engulf ([[SRD:Ex|Ex]])''': A worm that walks can choose to engulf an opponent who is no more than one [[SRD:Size Category|size category]] larger than itself. The worm attempts to embrace its victim, and with a successful melee [[SRD:Touch Attack|touch attack]], the victim is immediately swallowed up and surrounded by a mass of [[SRD:Vermin Type|vermin]], taking 100 points of Damage as the biting [[SRD:Vermin Type|vermin]] nibble away. A victim who spends a [[SRD:Full-Round Actions|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 [[SRD:Round|round]] a victim remains embraced, it takes another 100 points of Damage. [[SRD:Construct Type|Constructs]] are immune to this attack.  &lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Creature Spells and Powers#Spells|Spells]]:''' A worm that walks can cast any [[SRD:Creature Spells and Powers#Spells|spells]] it could cast as a living character.  &lt;br /&gt;
&lt;br /&gt;
'''Spell-Like ''' 1/day— ''[[SRD:Animal Growth|animal growth]]'' ([[SRD:Vermin Type|vermin]]), ''[[SRD:Animal Messenger|animal messenger]]'' ([[SRD:Vermin Type|vermin]]), ''[[SRD:Animal Shapes|animal shapes]]'' ([[SRD:Vermin Type|vermin]]), ''[[SRD:Animal Trance|animal trance]]'' ([[SRD:Vermin Type|vermin]]), ''colossal [[SRD:Vermin Type|vermin]]'' (as ''[[SRD:Giant Vermin|giant vermin]]'', but it can increase the creature’s size from Large to Gargantuan and from Huge to Colossal), ''[[SRD:Creeping Doom|creeping doom]], [[SRD:Giant Vermin|giant vermin]], [[SRD:Summon Swarm|summon swarm]]'' ([[SRD:Vermin Type|vermin]]), ''summon [[SRD:Vermin Type|vermin]]'' (as ''[[SRD:Summon Nature's Ally I|summon nature’s ally]],'' except it summons 10 [[SRD:Hit Dice|HD]] of [[SRD:Vermin Type|vermin]] per level), and ''[[SRD:Vermin Type|vermin]] plague'' (as ''[[SRD:Insect Plague|insect plague]]''). [[SRD:Caster Level|Caster level]] 20th.  &lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:''' A worm that walks retains any special abilities it had in life and gains those mentioned below.  &lt;br /&gt;
&lt;br /&gt;
'''''[[SRD:Blindsight and Blindsense#Blindsight (Ex)|Blindsight]] ([[SRD:Ex|Ex]]):''''' Worms that walk have [[SRD:Blindsight and Blindsense#Blindsight (Ex)|Blindsight]] 300 ft.  &lt;br /&gt;
&lt;br /&gt;
'''''[[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|Spell Resistance]] ([[SRD:Ex|Ex]]):''''' A worm that walks has [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] equal to its Challenge Rating +10.  &lt;br /&gt;
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'''''[[SRD:Fear#Frightful Presence (Ex)|Frightful Presence]] ([[SRD:Su|Su]]):''''' When a worm that walks engulfs a victim, witnesses must make a [[SRD:Saving Throw|Will save]] ([[SRD:DC|DC]] 10 + 1/2 the worm’s [[SRD:Hit Dice|HD]] + the worm’s [[SRD:Charisma|Cha]] modifier). Those who make the save are [[SRD:Shaken|shaken]]. Those who fail by 5 or fewer points are [[SRD:Frightened|frightened]]. Those who fail by 6 to 10 points are [[SRD:Panicked|panicked]]. Those who fail by 11 or more points are [[SRD:Cowering|cowering]]. All these conditions last for 1d4 rounds. Those who have seen a worm use this attack before gain a +5 bonus on their [[SRD:Saving Throw|saving throws]]. The victim of the worm’s engulf attack has a –5 penalty on his or her [[SRD:Saving Throw|saving throw]].  &lt;br /&gt;
&lt;br /&gt;
'''''Discorporate ([[SRD:Ex|Ex]]):''''' If gravely threatened, a worm can discorporate as a [[SRD:Free Actions|free action]], simply falling into a pile of individual [[SRD:Vermin Type|vermin]] that slither quickly away. So long as any of the component [[SRD:Vermin Type|vermin]] survive, they can breed and create a new body to house the [[SRD:Wizard|wizard]]’s intelligence and personality. Discorporating is a dangerous tactic, because once separated, the [[SRD:Vermin Type|vermin]] are treated no differently than other [[SRD:Vermin Type|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.  &lt;br /&gt;
&lt;br /&gt;
'''Immunities ([[SRD:Ex|Ex]]):''' A worm that walks has no discernable anatomy, so it is not subject to [[SRD:Critical Hit|critical hits]] or flanking.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Saving Throw|Saving Throws]]:''' Same as the character.  &lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:''' Same as the character.  &lt;br /&gt;
&lt;br /&gt;
'''Skills:''' Same as the character, except that a worm that walks receives a +20 racial bonus on [[SRD:Hide Skill|Hide]], Intuit Direction, [[SRD:Listen Skill|Listen]], and [[SRD:Move Silently Skill|Move Silently]] checks.  &lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Feats|Feats]]:''' Same as the character.  &lt;br /&gt;
&lt;br /&gt;
'''Epic [[SRD:Feats|Feats]]:''' Same as the character.  &lt;br /&gt;
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'''Environment:''' Any.  &lt;br /&gt;
&lt;br /&gt;
'''Organization:''' Solitary, occasionally with minions or master.  &lt;br /&gt;
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'''Challenge Rating:''' Same as the character + 3.  &lt;br /&gt;
&lt;br /&gt;
'''Treasure:''' Same as the character.  &lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any evil.  &lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' By [[SRD:Classes|character class]].&lt;br /&gt;
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===WORM THAT WALKS CHARACTERS===&lt;br /&gt;
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 [[SRD:Creature Spells and Powers#Spells|spells]]: ''[[SRD:Limited Wish|limited wish]], [[SRD:Polymorph Any Object|polymorph any object]], [[SRD:Summon Swarm|summon swarm]]'' (heightened to 7th level), and ''[[SRD:Sympathy|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.&lt;br /&gt;
{{SRD:Gathering of Maggots}}&lt;br /&gt;
{{SRD Creature Footer}}&lt;br /&gt;
[[Category:Epic|{{BASEPAGENAME}}]]&lt;br /&gt;
[[Category:Aberration Type|{{BASEPAGENAME}}]]&lt;br /&gt;
[[Category:Medium Size|{{BASEPAGENAME}}]]&lt;br /&gt;
[[Category:CR26|{{BASEPAGENAME}}]]&lt;br /&gt;
[[Category:Any Environment|{{BASEPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Sledged</name></author>	</entry>

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