Creature Codex — Vermiurge

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Vermiurge

image

Image by Daren Bader, © Wizards of the Coast. Accessed at the Epic Level Handbook art gallery here

[Commissioned by @justicegundam82, who has definitely had a theme of vermin-like monsters lately. I didn’t remember that the vermiurge in the ELH is lawful neutral, which is much more interesting than being just another ravening monster. It was also originally an aberration, but there’s nothing particularly aberrant about it compared to other chimeras.]

Vermiurge
CR 18 LN Large Magical Beast

This immense beast looks like a scorpion the size of a rhinoceros, except that it has four membranous wings growing from its back and two sets of arms ending in pincers. A buzzing, swirling cloud of vermin surrounds it.

The vermiurge is a shepherd and patron of vermin, both ordinary and monstrous. They tend to invertebrates of all types in their perambulations, protecting monstrous vermin from extermination, encouraging the natural processes of predation, herbivory and decomposition, and occasionally uplifting some vermin to sapience. Formians and thriae are usually on civil terms with vermiurges that pass through their territories, but may see them as meddlers. Vermin lords are natural enemies of the vermiurge; vermin lords seek to use and control monstrous vermin as weapons, whereas vermiurges protect them as natural parts of the ecosystem. When the two creatures’ territories overlap, violence (usually initiated by the vermin lord) is sure to result.

Most vermiurges avoid well populated areas, preferring wilder places. Vermiurges typically distrust civilized humanoids, knowing their love of poisons and pesticides and their protectiveness towards crop plants. To a vermiurge, the locust swarm that eats a field of wheat is as natural and right as the butterflies and bees that pollinate an orchard, and they view most humanoids’ attitudes towards insects and arachnids as hypocritical.

In combat, a vermiurge opens with its cloak of vermin—any creature that is not immediately shredded is then attacked with a storm of natural weapons. They typically compliment their melee with spellcasting, disrupting enemy casters with summoned swarms and turning deadly warriors into harmless animals. Few vermiurges are inherently murderous, and will happily flee, accept surrender or negotiate if the situation warrants it.

A vermiurge is ten feet long and weighs four hundred pounds. If left to their own devices, they can live for centuries.

Vermiurge          CR 18
XP 153,600

LN Large magical beast
Init +11; Senses darkvision 120 ft., Perception +, see invisibility, tremorsense 60 ft.
Aura
cloak of vermin (10 ft. radius, Reflex DC 28), frightful presence (120 ft., Will DC 29)
Defense
AC
32, touch 17, flat-footed 24 (-1 size, +7 Dex, +1 dodge, +15 natural)
hp
310 (23d10+184); fast healing 10
Fort
+21, Ref +20, Will +15
DR 15/cold iron and magic; Immune mind-influencing abilities; SR 29
Offense
Speed
40 ft., burrow 20 ft., fly 60 ft. (good)
Melee
4 claws +30 (1d8+8/19-20 plus grab), bite +30 (2d6+8 plus poison), sting +30 (2d6+8 plus poison)
Space
10 ft.; Reach 10 ft.
Special Attacks
constrict (1d8+12)
Spell-like Abilities
CL 18th, concentration +26
Constant—death ward, see invisibility
At will—commune with nature, insect plague
3/day—quickened baleful polymorph (DC 23), creeping doom (DC 25)
1/day—awaken vermin, clashing rocks (DC 27)
Statistics
Str
27, Dex 25, Con 27, Int 18, Wis 26, Cha 24
Base Atk +23; CMB +32 (+36 grapple); CMD 50 (58 vs. trip)
Feats
Combat Expertise, Combat Reflexes, Critical Focus, Dodge, Improved Critical (claw), Improved Initiative, Power Attack, Quicken SLA (baleful polymorph), Staggering Critical, Stand Still, Step Up, Stunning Critical
Skills
Acrobatics +29, Climb +30, Fly +33, Heal +28, Knowledge (nature) +23, Perception +30, Stealth +27
Languages
Aklo, Common, Terran, Undercommon
SQ
vermin empathy (+30)
Ecology
Environment any deserts or underground
Organization
solitary or pair
Treasure
incidental
Special Abilities
Awaken Vermin (Sp)
This functions as the awaken spell, except that it only affects creatures of the vermin type. A vermin awakened by this ability gains feats and skill points as appropriate for its HD, and treats Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills. This is the equivalent of a 5th level spell.
Cloak of Vermin (Su)
As a swift action, a vermiurge can create a corona of flying, swarming vermin in a 10 foot radius around itself. All creatures in the area take 10d10 points of damage (Reflex DC 28 half) per round—this overcomes damage reduction as if it were a slashing and piercing magic, cold iron weapon. When the cloak of vermin is in effect, the vermiurge gains a 50% miss chance from melee and ranged attacks. This aura cannot be dispelled, but can be removed with a strong or stronger wind or destroyed is the vermiurge takes 50 points of damage or more from a single area of effect spell. If the cloak is removed in this fashion, the vermiurge can recreate it as a swift action. A vermiurge can also suppress this aura as a swift action. The save DC is Charisma based.
Poison (Ex) Bite and sting—injury; save Fort DC 29; duration 1/round for 4 rounds; effect 1d6 Con damage; cure 2 saves. The save DC is Constitution based.
Vermin Empathy (Ex)
A vermiurge gains wild empathy as a druid of its Hit Dice, except that it can only use this effect on creatures with the vermin type.

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