Diaspora worms that survive for centuries grow significantly in size, power, and intelligence. They mostly protect their ancestral home, preserving bioelectric coral records and directing the actions of younger worms.
Elite |
Normal |
Weak
Perception +29 (electromagnetic sight 400 feet, no vision)
Languages electrocommunication
Str +6
Dex +9
Con +4
Int +0
Wis +2
Cha -1
Electrocommunication Diaspora worm sages communicate by shaping and reading electromagnetic fields. This functions like
telepathy with creatures that share this ability.
Electromagnetic Sight Diaspora worm sages sense their surroundings by reading electromagnetic fields, including disruptions caused by creatures or objects. This is a precise sense within the listed range. Intense fields, such as areas emitting radiation or auras of electricity, make creatures within them concealed to the diaspora worm.
Electromagnetic Blindness Diaspora worm sages that take
electricity damage must attempt a DC
35 Fortitude save.
Critical SuccessThe worm is unaffected.
SuccessThe worm is
dazzled for 1 round.
FailureThe worm is
blinded for 1 round.
Critical FailureThe worm is blinded for 1 round, then dazzled for 1 round.
Speed 5 feet, swim 50 feet
Melee
[one-action]
jaws
+32
(reach 15 feet),
Damage 7d10
+6 piercing
Darkwater Veil
[one-action]
(darknessoccultwater)
Requirements The diaspora worm is in water;
Effect The worm alters the structure of water within a 20-foot emanation, forming light-absorbing nanotubes. This field moves with the worm and lasts for 1 minute. The emanation deactivates non-magical light sources and automatically attempts to counteract magical light (counteract rank 9, counteract modifier +
38). This field also provides cover for creatures inside of it from those outside, and vice versa.
Darkwater Vortex
[two-actions]
(occultwater)
The diaspora worm sage stirs up a 40-foot-tall cylinder of water with a 20-foot radius within 300 feet. If the area isn't already filled with water, this ability fails. The vortex buffets all creatures, dealing 5d10
bludgeoning damage (DC
35 basic Reflex save). Creatures that fail the save are pulled 5 feet toward the center of the vortex (or 10 feet on a critical failure).
Electromagnetic Surge
[two-actions]
(occult)
The diaspora worm sage emits a concentrated wave of electromagnetism in a 50-foot cone. Each creature in the area must attempt a DC
35 Fortitude save. A creature with the
tech trait uses the outcome one degree of success worse than the result of its roll.
Critical SuccessThe creature is unaffected and becomes immune to Electromagnetic Surge for 1 hour.
SuccessThe creature's items with the
tech trait become
glitching 1 for 1 round.
FailureThe creature becomes
stunned 1, and its items with the tech trait become glitching 2 for 1 minute. A creature with the tech trait also gains this glitching condition.
Critical FailureThe creature becomes
paralyzed for 1 round, and its items with the tech trait become glitching 3 for 10 minutes. A creature with the tech trait also gains this glitching condition.
Tongue Grab
A creature hit by the diaspora worm sage's tongue becomes
grabbed. A creature can sever the tongue with a
Strike against AC
37 that deals at least 32 slashing damage. This prevents the worm from using its tongue Strike until it regrows its tongue, which takes 1 day.
Tongue Reel
[one-action]
(attack)
Requirements The diaspora worm has
grabbed a creature with its tongue;
Effect The diaspora worm attempts to
Reposition the grabbed creature toward the worm. If the grabbed creature is brought to within 10 feet or less of the worm, the worm can attempt to Swallow Whole the creature.