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Vermlek Creature3

CE Medium Demon Fiend

Perception +8; darkvision

Languages Abyssal, Celestial, Draconic; telepathy 100 feet

Skills Acrobatics +8, Athletics +10, Deception +7 (+10 to Impersonate while Inhabiting a Body), Stealth +8

Str +3, Dex +1, Con +4, Int +0, Wis +1, Cha +2

AC 16 (19 while Inhabiting a Body); Fort +11, Ref +8, Will +6

HP 55; Weaknesses cold iron 5, good 5, sonic 5

Recoil from Wasted Opportunities Worm demons can’t stand the sight of a good meal presented and then swiftly taken away. Whenever a dying creature within sight of the worm demon has its dying condition removed, the worm demon takes 1d6 mental damage.

Speed 25 feet, burrow 15 feet

Melee [one-action] bite +12, Damage 2d8+3 piercing

Melee [one-action] fist +12 (agile), Damage 2d6+3 bludgeoning

Melee [one-action] longsword +12 (versatile P), Damage 1d8+4 slashing

Divine Innate Spells DC 19, attack +11; 3rd fear, harm

Abandon Body [two-actions] (manipulate); Requirement The worm demon is Inhabiting a Body; Effect The worm demon crawls out of the body it is inhabiting, devouring much of the body’s remaining flesh and regaining 10 Hit Points in the process. The corpse it leaves behind is little more than a husk.

Inhabit Body [three-actions] (manipulate) The worm demon crawls into the body of an adjacent dead Medium humanoid, consuming the bulk of the victim’s skeleton and internal organs as it does so and cramming itself into the cavity. As long as it Inhabits a Body, the worm demon loses its bite attack, can wield weapons like a humanoid, gains a +3 circumstance bonus to AC, and gains a +3 circumstance bonus to Deception checks to Impersonate the creature it is inhabiting. It cannot use this ability if it is already Inhabiting a Body.

Unsettling Movement (emotion, fear, mental, visual) Whenever the vermlek abandons a Body or Inhabits a Body, all creatures within 30 feet who can see the vermlek must succeed at a DC 19 Will save or become frightened 1. On a critical failure, the creature is frightened 1 and sickened 1. Regardless of the result, creatures are immune to the same vermlek’s unsettling movement for 24 hours.


Vermleks, also called worm demons, manifest from the souls of mortals who desecrated the dead, such as grave robbers or necromancers. These fiends take their violations to a new extreme, using their demonic powers to horrifically core their living victims and don the flesh-husk that remains.

In its natural form, a vermlek resembles an oversized pinkish worm with four long tails that end in writhing fibrils. Its mouth splits into four segments like a profane tulip lined with rows of dozens of pointed teeth.

More often than not, however, these fiends are encountered only after they have crawled into the body of a dead humanoid and made the hollowed-out flesh their temporary host. Vermleks use their powers of deception and disguise to infiltrate mortal settlements and influence unwitting acquaintances of the bodies they wear. Particularly intelligent or conniving vermleks might even reach stations of real power within the ranks of an army or government, at which point exposure of their true form can wreak havoc among the populace they have so thoroughly duped.

Section 15: Copyright Notice

Pathfinder Adventure Path #151: The Show Must Go On © 2020, Paizo Inc.; Authors: Jason Tondro, with Andrew Mullen, Patrick Renie, David N. Ross, and Michael Sayre.