Worm Caller

All archetypes

  • Rare

You follow the ancient hryngar tradition of the worm caller—mystics who can call upon the strength and destructive force of the mighty cave worms that inhabit the Darklands. You can manifest worms to attack your enemies, draw upon their senses and resistances, summon one to do your bidding and, eventually, become a worm yourself

Worm Caller Dedication Feat 2

  • Rare
  • archetype
  • dedication

Prerequisites trained in Nature or Cave Worm Lore


You pledge yourself to understanding and emulating one of the most powerful creatures of the Darklands: the mighty cave worm. You gain the Shake It Off reaction.

Source: Pathfinder #194: Cult of the Cave Worm

Worm Sense Feat 4

  • archetype

You emulate the senses of the cave worm. You gain darkvision and tremorsense as an imprecise sense within 5 feet.

The range of the tremorsense increases to 10 feet at 8th level and to 15 feet at 12th level.


Source: Pathfinder #194: Cult of the Cave Worm

Wormskin Feat 4

  • archetype

Your flesh grows thick and bloated, protecting you against harm. You gain resistance equal to half your level versus one of the following types of damage, chosen when you take the feat: fire, cold, or bludgeoning. This choice cannot be changed.

When you're unarmored, your flesh gives you a +2 item bonus to AC with a Dexterity cap of +3. You can apply with armor potency runes and property runes directly to your flesh, though excruciatingly painful.


Special You can take this feat up to three times, each time selecting a new damage type from the list.


Source: Pathfinder #194: Cult of the Cave Worm

Inexorable Feat 6

  • archetype

You imbue yourself with the resilience of the cave worm. When you gain the Paralyzed, Slowed, or Stunned condition, roll a DC 15 Flat. On a success you ignore the condition.

When using Worm Form you are immune to penalties to your Speed and the Immobilized condition, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you, and you ignore difficult terrain and greater difficult terrain.


Source: Pathfinder #194: Cult of the Cave Worm

Worm's Feast Feat 6

  • archetype
  • primal

Frequency once per day


You call forth a brood of infantile cave worms to feast on your enemy's flesh. Choose a creature within 30 feet; the creature must attempt a Fortitude save. At 8th level and every 2 levels above that, the persistent piercing damage taken on a failure increases by 1d6.


Critical Success The worms writhe away harmlessly.

Success The target takes 2d6 piercing and 2d6 persistent piercing damage.

Failure The target takes 6d6 piercing and 2d6 persistent piercing damage.

Critical Failure As failure, plus the target is Off Guard as long as it takes persistent piercing damage.


Note: A DC was not provided for this ability by Paizo. The button above uses the better of your class or spell DC.

Source: Pathfinder #194: Cult of the Cave Worm

Worm Empathy Feat 8

  • archetype

You can connect with cave worms (and other worm-related creatures, at the GM's discretion) on a rudimentary level. You can use Diplomacy to Make An Impression on cave worms and to make simple Requests of them. In most cases, the cave worm's starting attitude is indifferent and they will give you time to establish contact.


Source: Pathfinder #194: Cult of the Cave Worm

Azure Fins Feat 10

  • archetype

When submerged in water or another liquid, you form small fin-like arms along your body, granting you far greater maneuverability while swimming. You gain a swim Speed equal to your land Speed. Furthermore, while swimming on the surface of a liquid, you can Leap out of the liquid and do not fall until the end of your turn, allowing you to spend the rest of the turn above the surface.


Source: Pathfinder #194: Cult of the Cave Worm

Call Worm Spirit Feat 10

  • archetype

Frequency once per day


You call forth a ghostly manifestation of the worm spirit. Choose an intersection on the ground within 60 feet; the ghostly maw of a worm emerges from the ground, attacking all creatures in a 10-foot burst. Each creature in the area must attempt a Reflex save.


Critical Success The target is unaffected.

Success The target takes 1d10+13 bludgeoning damage as it is battered by the worm's body.

Failure The target takes 3d10+15 piercing damage as it is bitten by the worm. The target is Immobilized until the end of its next turn.

Critical Failure As failure, but the damage increases to 6d10+30 bludgeoning and the target is knocked Prone.


Note: A DC was not provided for this ability by Paizo. The button above uses the better of your class or spell DC.

Source: Pathfinder #194: Cult of the Cave Worm

Tunnel Feat 10

  • archetype

You gain a burrow speed of 10 feet.


Source: Pathfinder #194: Cult of the Cave Worm

Crimson Breath Feat 12

  • archetype
  • fire
  • primal

Frequency once per day


You gain a fire breath weapon similar to that of a crimson worm. You breathe a blast of flame in a 30-foot cone that deals 12d6 fire damage to all creatures in the area (Basic Reflex save). This damage increases by 2d6 at 14th level and every 2 levels thereafter.


Note: A DC was not provided for this ability by Paizo. The button above uses the better of your class or spell DC.

Source: Pathfinder #194: Cult of the Cave Worm

Venomous Touch Feat 12

  • archetype

You've learned to channel the sting of the worm. You gain Purple Worm Sting as an innate primal spell that you can cast once per day.


Source: Pathfinder #194: Cult of the Cave Worm

Worm Form Feat 14

  • archetype
  • polymorph
  • primal

You take on the form of a purple worm or transform into a humanoid-worm hybrid, retaining your own head but with a worm's body, transforming into a Huge battle form. You must have enough space to expand into or the ability is lost. While in this form, you gain the animal trait. You can Dismiss the form.

You gain the following statistics and abilities regardless of which battle form you choose:

  • AC = 20 + your level. Ignore your armor's check penalty and Speed reduction.
  • 40 temporary Hit Points.
  • Darkvision.
  • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +25, and you use the listed damage. Melee attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
  • Athletics modifier of +30, unless your own modifier is higher.

You also gain specific abilities based on the type of monster you choose:

  • Purple Worm Speed 40 feet, burrow 30 feet, swim 20 feet
    • Melee 1 jaws (deadly 2d10, reach 15 feet), Damage 3d10+15 piercing
    • Melee 1 stinger (agile, poison, reach 15 feet), Damage 2d12+15 piercing plus 2d6 persistent poison
    • Melee 1 body (reach 15 feet) Damage 1d10+13 bludgeoning
  • Hybrid Speed 40 feet
    • Melee 1 stinger (agile, poison, reach 10 feet), Damage 2d12+15 piercing plus 1d6 persistent poison
    • Melee 1 body (reach 10 feet), Damage 1d10+13 bludgeoning
    • Hybrid Caster You retain the ability to speak, and can cast spells as long as they don't have somatic or material components.

Source: Pathfinder #194: Cult of the Cave Worm

Call The Worm Feat 18

  • archetype

You gain Summon Animal, heightened to 9th rank, as an innate primal spell that you can cast once per day, but can only summon a Purple Worm. At 20th level, you can summon an elite purple worm instead.


Source: Pathfinder #194: Cult of the Cave Worm

Worm Caller Feats