The Watcher

The Watcher    CR 53 XP 9,830,400 Drow worm that walks cleric (roaming exorcist) of Lissala 20/sorcerer (wildblooded, wordcaster) 18/Hierophant 9 (Pathfinder Player Companion: Undead Slayer's Handbook, Pathfinder RPG Advanced Race Guide 102, Pathfinder RPG Bestiary 2 286, Pathfinder RPG Ultimate Magic 70) None Medium vermin (humanoid, elf) Init +36; Senses blindsight 30 ft., darkvision 120 ft., low-light vision; Perception +74

Defense

AC 85, touch 44, flat-footed 82 (+8 armor, +5 deflection, +1 Dex, +2 dodge, +26 insight, +33 natural) hp 375 (38 HD; 18d6+20d8+208); fast healing 53 Fort +43, Ref +42, Will +56; +2 vs. enchantments Defensive Abilities hard to kill, mythic saving throws, unstoppable, worm that walks traits; DR 15/—, 50/gold; Immune sleep, critical hits, disease, flanking, paralysis, poison, sleep; Resist acid 10, cold 10; SR 44 Weaknesses light blindness

Offense

Speed 30 ft. (20 ft. in armor) Melee +5 vorpal bastard sword +31/+26/+21/+16 (1d10+8/19-20) or   rod of withering +27/+22/+17/+12 or   slam +21 (1d6+1 plus grab) Ranged +5 brilliant energy dart +36 (1d4+7) Special Attacks channel positive energy 1/day (DC 24, 9d6), channel positive energy 8/day (DC 40, 10d6), discorporate, grab (Large), mythic power (21/day, surge +1d10), squirming embrace Spell-Like Abilities (CL 38th; concentration +43) 1/day—dancing lights, darkness, faerie fire Domain Spell-Like Abilities (CL 20th; concentration +46) At will—remote viewing (24 rounds/day) Sorcerer Spell-Like Abilities (CL 18th; concentration +44) 33/day—heavenly fire (1d4+11 divine energy) Sorcerer (Wildblooded, Wordcaster) Words Known (CL 18th; concentration +44) 9th (8/day)—kill 8th (10/day)—permanent paralysis (DC 48), sunburst (DC 48), thunder strike (DC 48) 7th (11/day)—banishment (DC 47), blind, caustic cloud (DC 47), horror (DC 51) 6th (12/day)—greater dispel magicM, resist arcana (DC 46), slay (DC 50), unfetter (DC 46) 5th (12/day)—crush will (DC 45), flame strikeM (DC 49), irresistible, penetrating, unmake (DC 45) 4th (12/day)—ice blast (DC 44), manifestation, mind warp, remove curse, terror (DC 48) 3rd (12/day)—complex order (DC 43), lightning blast (DC 43), magic circle against evil, torture (DC 47), wind blast (DC 43) 2nd (13/day)—damage (DC 42), force bolt, resist energy, sense hidden, sense thoughts (DC 42), suppress (DC 42) 1st (13/day)—bless, careful, fade (DC 41), friendship (DC 41), quiet, simple 0 (at will)—acid burn (DC 40), boost, boost, cold snap (DC 40), cramp (DC 44), decipher, distant, flame jet (DC 40), force block (DC 40), lengthy, lift, sense magic Bloodline Empyreal Cleric (Roaming Exorcist) Spells Prepared (CL 20th; concentration +46) 9th—cursed earthUM, thanatopic destruction (DC 51), energy drain (2, DC 53), empowered enlarged intensified maximized flame strikeM (4, DC 49), foresightD, miracle 8th—moment of prescienceD, nine livesARG, soulreaverM (3, DC 52), greater spell immunity (2), unholy aura (3) 7th—greater bestow curse (DC 51), destruction (2, DC 51), jolting portentUC (3), legend loreD, waves of ecstasyUM (3, DC 47) 6th—antilife shell (2), greater glyph of warding (2), harmM (2, DC 50), healM, joyful raptureUM, modify memoryD,M (DC 46), plague stormUM (2, DC 50) 5th—greater command (3, DC 45), curse of magic negationUM (2, DC 45), flame strikeM (DC 49), slay living (3, DC 49), true seeingD, unhallow 4th—bloatbombACG (2, DC 48), dimensional anchor, divinationD, divine power, flaming aura (2), freedom of movement, threnodic hold person (DC 42), mythic severance (DC 48), terrible remorseUM (DC 44) 3rd—dispel magic (2), glyph of warding (3), lissalan snake sigil (enchantment) (2, DC 43), prayer, speak with deadD (DC 47), greater stunning barrierACG (2, DC 43) 2nd—augury, blinding rayM,ARG (2, DC 42), disfiguring touchUM (DC 42), hold person (2, DC 42), life channelARG, memory lapseD,APG (DC 42), savage mawARG (2), sound burst (2, DC 42) 1st—bane (2, DC 41), compel hostilityUC, comprehend languagesD, deadeye's loreUC, deathwatch, divine favorM, murderous commandUM (2, DC 41), protection from evil (2), stunning barrierACG (DC 41) 0 (at will)—bleed (DC 44), detect magic, read magic, sparkAPG (DC 40) D Domain spell; Domain Knowledge (Memory subdomain) M mythic spell

Statistics

Str 14, Dex 24, Con 19, Int 14, Wis 62, Cha 20 Base Atk +24; CMB +26 (+28 disarm, +34 grapple); CMD 80 (82 vs. disarm) Feats Ability Focus (squirming embrace), Bolstered ResilienceUC, Diehard, DodgeM, Dual PathM, Empower Spell, Enlarge Spell, Eschew Materials, Experimental Caster, Extra Word, Greater Spell Focus (necromancy), Greater Spell Penetration, Improved Disarm, Improved Iron Will, Improved Lightning Reflexes, Intensified SpellAPG, Iron Will, Lightning ReflexesM, Maximize Spell, Meta Word Mastery, MobilityM, Spell FocusM, Spell Penetration, Spell PerfectionAPG, Thanatopic SpellUM, Threnodic SpellUM Traits magical lineage Skills Acrobatics +39 (+35 to jump), Escape Artist +39, Heal +28, Knowledge (arcana) +43, Knowledge (history) +43, Knowledge (nobility) +25, Knowledge (religion) +45, Perception +74 (+84 to detect haunts and incorporeal creatures.), Sense Motive +75 (+85 to detect whether a creature is possessed, under the effects of an enchantment or curse, or otherwise magically controlled.), Spellcraft +25, Stealth +9, Use Magic Device +46; Racial Modifiers +10 Perception, +8 Sense Motive, +8 Stealth Languages Common, Elven, Terran, Undercommon SQ amazing initiative, conviction, curse eater, curse seeker, dispossession, force of will, immortal, meta word limit, poison use, recall, recuperation, spirit sleuth, unseen revealed Combat Gear bead of force, cube of force, necklace of fireballs v, necklace of fireballs vii, pearl of power (2nd level), pearl of power (6th level), pearl of power (7th level), pearl of power (two spells), ring of animal friendship, ring of spell storing, rod of absorption, rod of wonder, wand of burning hands, wand of charm monster, wand of charm person (heightened 3rd, cl 5), wand of detect secret doors, wand of keen edge, wand of magic missile, wand of mirror image, wand of shocking grasp, wand of suggestion, wand of summon monster ii, wand of summon monster iv; Other Gear +5 brilliant energy dart, +5 vorpal bastard sword, rod of withering,  iridescent spindle ioun stone, amulet of natural armor +5, bag of holding ii, bag of holding iii, bag of holding iv, bottle of air, bowl of conjuring water elementals, bracers of armor +8, cloak of displacement, minor, cloak of resistance +3, cloak of resistance +5, cloak of the manta ray, dust of dryness, eyes of charming, figurine (ebony fly), figurine (silver raven), glove of storing, goggles of night, handy haversack, helm of telepathy, horn of fog, periapt of proof against poison, ring of force shield, ring of protection +5, ring of x-ray vision, robe of eyes, rod of splendor, slippers of spider climbing, stone salve, talisman of the sphere

Special Abilities

Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment. Blindsight (30 feet) Sense things and creatures without seeing them. Bloodline Intensity (Su) Cast each of your bloodline spells 1/day for free. Bolstered Resilience Increase DR against a single attack Channel Power (Su) Use 1 power for +50% dam, 2x duration, ignore SR & -4 to saves (-2 if mythic) on spell. Channel Shockwave (Su) On crit, can channel energy vs. foe of opposed alignment to deal extra dam (Will half). Cleric (Roaming Exorcist) Domain (Memory) Cleric Channel Positive Energy 10d6 (8/day, DC 40) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Conviction (5/day) (Su) Reroll an ability check, attack, skill check, or saving throw (take 2nd). Curse Eater (Su) Disarmed cursed item may be wielded as if non cursed for 5 rounds. Curse Seeker (Su) Identification of items as cursed, DC 5 lower than normal. Damage Reduction (15/-) You have Damage Reduction against all attacks. Damage Reduction (50/gold) You have Damage Reduction against all except Gold attacks. Darkvision (120 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 DispossessionDispossession (10d6 damage/Will half, DC 40) (Su) Melee touch: Channel Energy to force possessing spirit out of host, DC same as Chan. En. Dodge [Mythic] Use 1 power to gain a +10 dodge bonus against one attack. Drow Immunities - Sleep You are immune to magic sleep effects. Empower Spell Numeric effects of a spell are increased 50%. +2 Levels. Empyreal Your heavenly power derives from insight rather than force of personality. Associated Bloodline: Celestial. Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Enlarge Spell Increase spell ranges. +1 Level. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Fast Healing 53 (Ex) Heal damage every round unless you are killed. Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll. Grab: Slam (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Heavenly Fire (1d4+11 divine energy, 33/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected. Helm of telepathy Can communicate telepathically with anyone whose thoughts you are reading. Immortal (Su) Ressurrect next day, unless killed by mythic foe's crit, or an epic 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. Improved Disarm You don't provoke attacks of opportunity when disarming. Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result. Improved Lightning Reflexes (1/day) Can re-roll a Ref save, but must take the second result. Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized. 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). Ioun stone (iridescent spindle) This stone sustains the bearer without air. Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it. Lightning Reflexes [Mythic] Roll Ref save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher). Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Magical Lineage (Flame Strike) A chosen spell counts as 1 level lower when metamagic feats are applied to it. Maximize Spell All variable effects of a spell are maximized. +3 Levels. Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate. Mobility [Mythic, 1/round] When an AoO provoked by your movement misses, move 5 ft as a free action. Mythic Domain (1/day) (Su) Spend 1 power to regain use of domain powers and revelations as 8 hours rest. Mythic Power (21/day, Surge +1d10) Use this power to perform your mythic abilities. Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source. Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon. Recall (+26, 29/day) (Su) Touched creature can retry a failed knowledge check with a +26 bonus Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities. Remote Viewing (24 rounds/day) (Sp) Use clairvoyance/clairaudience as a spell-like ability. Ring of force shield An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action. Note: In order to get the AC bonus from this, it must be equipped and then activated on the in-play tab. Construction Requirements: Forge Ring, wall of force; Cost 4,250 gp Rod of splendor (1/day) The possessor of this fantastically bejeweled rod gains a +4 enhancement bonus to her Charisma score for as long as she holds or carries the item. Once per day, the rod garbs her in magically created clothing of the finest fabrics, plus adornments of furs and jewels. Apparel created by the magic of the rod remains in existence for 12 hours. However, if the possessor attempts to sell or give away any part of it, use it for a spell component, or the like, all the apparel immediately disappears. The same applies if any of it is forcibly taken from her. The value of noble garb created by the rod ranges from 7,000 to 10,000 gp (1d4+6 × 1,000 gp)—1,000 gp for the fabric alone, 5,000 gp for the furs, and the rest for the jewel trim (maximum of twenty gems, maximum value 200 gp each). In addition, the rod has a second special power, usable once per week. Upon command, it creates a palatial tent—a huge pavilion of silk 60 feet across. Inside the tent are temporary furnishings and food suitable to the splendor of the pavilion and sufficient to entertain as many as 100 people. The tent and its trappings last for 1 day. At the end of that time, the tent and all objects associated with it (including any items that were taken out of the tent) disappear. Construction Requirements: Craft Rod, eagle’s splendor, fabricate, major creation; Cost 12,500 gp Servant of Balance (Su) Confirmed criticals do normal damage to you. Other critical effects affect you normally. Sorcerer Channel Positive Energy 9d6 (1/day, DC 24) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Sorcerer Meta Word Limit (12/day) A wordcaster can only use meta words a number of times a day equal to half his caster level in his wordcasting class (minimum 1). Spell Focus [Mythic, Necromancy] Use 1 power to force any of the spell's targets to save twice, taking lower roll. Spell Perfection (Flame Strike) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell. Spell Resistance (44) You have Spell Resistance. Spirit Sleuth (Ex) Free action: Sense Motive to determine action(s) required to neutralize spirit/haunt. Squirming Embrace (5d6+3, DC 50) (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 Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount. Thanatopic Spell Spell pierces protection from death effects & can affect undead. +2 Level. Threnodic Spell Mind affecting spell affects undead (even mindless) but not living foes. +1 Level. Unseen Revealed +10 (Ex) +10 to perception to detect haunts/incorporeal & sense motive to detect possession/magic control. Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself. Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem). 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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