Swarm That Walks

A well known and greatly feared horror is the Worm That Walks. While almost universally evil, they have unknowingly seeded new life among the world, propagating a new generation of their kind as pieces of their bodies fall to the earth and feast on the corpses of those buried beneath the ground. These entities are not always comprised of worms. In some cases, they are spiders, cockroaches, leeches, or locusts that rose to walk. 
Not restricted to evil spell casters like their forebears, these aberrations of nature can find their own purpose in life using their unusual form to great advantage as they become increasingly familiar with their forms over their lives.
==Swarm That Walks Mechanics (Abberation, Humanoid)==
Hit Points: 6
Size: Medium
Speed: 20 feet
Ability Boosts: Dexterity, Charisma, Free
Ability Flaw: Constitution
Languages: Common, Aklo. Additional languages equal to your intelligence modifier (if it's positive). Choose from Undercommon, Caligni, Mi-Go, Yithian, Requian, and any other languages to which you have access (such as the languages prevalent in your region).
Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.
Swarm Shape: You can discorporate at will losing your shape in order to take advantage of your swarming nature. You gain the Discorporate action. Whenever you have the Dying condition, your body discorporates if it wasn't already.
Discorporate [1] (swarm that walks, concentrate)
You fall to pieces, your component creatures behaving as a swarm instead of as a bipedal creature. You lose the humanoid trait, and gain the swarm trait, resistance physical 5, and weaknesses area damage 5 and splash damage 5. While discorporated, you can’t use attack actions and can’t cast spells, but you can move through areas small enough for your individual component creatures to fit without having to Squeeze. You can use the same action to coalesce back into your humanoid form. Your possessions are carried with you, and anything equipped or held will remain so. 
==Swarm That Walks Heritages==
=== WORM THAT WALKS (swarm that walks)===
Your body writhes with the undulating movement of the worms that compose you, your clothing dripping with the constantly falling helminths. The connection of these worms to the original Worms That Walk that spawned them cannot be denied. You gain a +1 circumstance bonus to saves against diseases, poisons, and mental effects as well as effects that would attempt to paralyze you.
=== COCKROACH THAT WALKS (swarm that walks) ===
Your body creeps with the scattered movement of the cockroaches that compose you, your clothing bursting with moving lumps. The chitin of these bugs providing you more protection than other Swarms That Walk when you call for it. You may use the Raise a Shield action to gain an AC Bonus of +1 as a buckler. You may not use this shield to perform a Shield Block.
===LEECH THAT WALKS (swarm that walks)===
Your body wiggles with the pulsating movement of the leeches that compose you, your clothing bursting with constantly grabbing probosces. The wiggling muscles of these parasites helping you to move through water. You gain a 15-foot swim Speed.
===SPIDER THAT WALKS (swarm that walks)===
Your body swarms with the creepy movement of the spiders that compose you, your clothing hanging with spiders on strings of web. The legs of these bugs providing you more movement possibilities than other Swarms That Walk. You gain a 15-foot climb Speed.
===LOCUST THAT WALKS (swarm that walks)===
Your body buzzes with the frantic movement of the locusts that compose you, your clothing surrounded with locusts as they leave and renter their containment. The wings of these insects providing you the ability to navigate the air. You can float but are still tethered to the ground. Replace your land Speed with an equal fly Speed. You can't rise more than a few inches above the ground when you Fly. This means you can move above many types of difficult or hazardous terrain without moving slowly or being damaged, even though you can't fly without limit. You can Leap, High Jump, Long Jump, and take similar actions, and use your fly Speed for any calculations that would normally require your land Speed. [taken from Ghost Dedication]
==Swarm That Walks Ancestry Feats==
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a Swarm That Walks, you can select from the following ancestry feats.
===1st LEVEL===
==== CHITINOUS BARRIER (swarm that walks) ====
Prerequisite: Cockroach That Walks Heritage
You may coalesce your cockroaches to behave as any ordinary shield you are proficiency with. You still may not use this shield to perform a shield block.
True Nature Bonus: You may use this shield to perform block. The shield's HP is fully replenished after your daily preparations, even if it has been destroyed. It may accept runes and talismans which float about in your body uselessly when the shield is not manifested.
==== INCREASE/DECREASE [1] (swarm that walks, concentrate) ====
You gather additional or shed your component creatures in order to change your size. Your size changes to either small or medium.
True Nature Bonus: You add large to the possible sizes you may change to.
==== LATCHED ON (swarm that walks) ====
Prerequisite: Leech That Walks Heritage
Some of your leeches latch on so hard that they are left behind with your attack or spell, making it hard to shake off it's effects. Whenever you do persistent bleed damage, the flat check to end the condition increases by 1, in most cases increasing it to 16.
True Nature Bonus: This effect now applies to all persistent damage you inflict.
==== QUICK REVIVE (swarm that walks) ====
Prerequisite: Locust That Walks Heritage
Since your flying component creatures need not to pile onto each other to coalesce. When you recover from the dying condition you are not prone.
True Nature Bonus: When you recover from the dying condition you may immediately Step as a free action.
==== SQUIRMING TRAVERSAL (swarm that walks) ====
You retain some of the ability to move around your enemies unhampered even while not in your swarm shape. You gain a +1 circumstance bonus to Acrobatics checks to Tumble Through.
True Nature Bonus: You roll twice taking the better result.
==== SWARM THAT WALKS LORE (swarm that walks) ====
You've studied the history of the original Worms That Walk, and their dark ties to magic and the abhorrent. You gain the trained proficiency rank in Occultism and your choice of Arcana, Nature, or Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Aberration Lore.
True Nature Bonus: Learn two languages from your racial list.
==== TENDRIL (swarm that walks) ====
You can coalesce your component creatures in your arm to form a deadly tendril. You gain a tendril unarmed attack that deals 1d6 piercing damage and has reach and the finesse traits.
True Nature Bonus: Your tendril unarmed attack gains the agile and versatile S B traits.
==== VENOM BITES (swarm that walks) ====
Prerequisite: Spider That Walks Heritage
Your spiders bite whoever they come into contact with, even if sent along with a spell. Whenever you do damage with something with the attack trait you do an additional 1 point of poison damage.
True Nature Bonus: This damage increases by 2 points every time you gain a Weapon Specialization class feature.
==== VERMIN EMPATHY (swarm that walks) ====
Your relationship with vermin gives you a stronger bond with other creepy animals. You can use Diplomacy to Make an Impression on vermin or make simple requests of them. Your GM determines what constitutes vermin, the creatures that can make up a Swarm That Walks are good examples.
True Nature Bonus: You can now speak to and understand vermin.
===5th LEVEL===
==== ABNORMAL AWARENESS (swarm that walks) ====
You have become more attuned to your physical form, using all of your many parts to take in your surroundings. You gain All-Around vision.
True Nature Bonus: Once a day you may cast True Seeing as an occult innate spell.
==== STURDY STUFF (swarm that walks) ====
Your form increases in density, housing more component creatures than before. The resistances and weaknesses you gain from the Discorporate ability increase from 5 to 6.
True Nature Bonus: The increase is from 5 to 7.
==== TREMORSENSE (swarm that walks) ====
You are more attuned to vibrations given how they disrupt the connection of your swarm. You gain 30-foot Tremorsense as an imprecise sense.
True Nature Bonus: Your darkvision increases to greater darkvision.
===9th LEVEL===
==== DISPERSE [R] (swarm that walks) ====
Trigger You are the target of an attack or spell.
You quickly fall to pieces and reassemble in order to dull the incoming blow. You gain the resistances and weaknesses of the Discorporate ability for this attack.
True Nature Bonus: The trigger changes to "You are about to receive damage." 
==== REINCORPORATE [1] (swarm that walks, concentrate) ====
Whether these creatures come from the environment or the mysterious font that most of your component creatures come from, you incorporate more creatures into your body building yourself back up. Once a day you gain fast healing equal to half your level. You must spend an action each round to sustain the fast healing otherwise it ends.
True Nature Bonus: You may sustain the fast healing with a reaction instead.
==== STURDIER STUFF (swarm that walks) ====
Prerequisite: Sturdy Stuff
Your component creatures have strengthened and hardened. The resistances and weaknesses you gain from the Discorporate ability increase from 6 to 9.
True Nature Bonus: The increase is from 7 to 10.
==== TRUE NATURE (swarm that walks) ====
You have harnessed a truer connection to your progenitor than others of your kind granting you access to abilities some consider to be unnatural. You gain the listed bonus on each of your ancestry feats.
===13th LEVEL===
==== EJECT SWARM [3] (swarm that walks, manipulate, concentrate) ====
Your shed some of your component creatures to create a swarm to assault your enemies. Depending on your heritage create a Bore Worm Swarm, Cockroach Swarm, Brood Leech Swarm, Scorpion Swarm with a 20 foot climb speed (to act as Spiders), or Wasp Swarm (to act as Locusts) in a square adjacent to you. The swarm attacks the closest enemy to it, and if there are no enemies left disperses.
[NOTE: Spider Swarm is 4 levels lower than the other swarms, and as such I chose Scorpion swarm to replace them. If the player wishes they can use the weaker spider swarm instead.]
True Nature Bonus: The swarm created has the elite adjustment.
==== LEAVING A BIT BEHIND (swarm that walks) ====
Prerequisite: Can cast spells.
Whenever you cast a spell with a material component you leave behind some of your component creatures on the target which can't help but be infused with the magic of your attack. If the target of your spell gets a critical success on their save, they instead only get a success.
True Nature Bonus: You gain a +1 circumstance bonus on spell attack rolls.
==== STRENGTHENED WINGS (swarm that walks) ====
Prerequisite: Locust that Walks
The wings of your locusts have become stronger, able to traverse farther from the ground whisking away all your possessions with them. When discorporated you gain a 15-foot fly speed.
True Nature Bonus: When in your humanoid form you gain a 5-foot fly speed.
==== STURDIEST STUFF (swarm that walks) ====
Prerequisite: Sturdier Stuff
Your component creatures resist all efforts to disperse them, gathering together faster than most can tear them apart. The resistances and weaknesses you gain from the Discorporate ability increase from 9 to 14.
True Nature Bonus: The increase is from 10 to 15.
=== 17th LEVEL ===
Eternal hunger
When you discorporate, Your component creatures can bite enemies (1d6/per level) pierce damage, and get fast healing 1/2 level. 
Category:Homebrew