Wiki › Monsters & Creatures

Death Worm 2014

CR 1 monstrosity

Small monstrosity, unaligned


Armor Class
13 (natural armor)
Hit Points
44 (8d6+16)
Speed
20 ft., burrow 20 ft.

STR9 (-1)
DEX15 (+2)
CON14 (+2)
INT1 (-5)
WIS11 (+0)
CHA3 (-4)

Saving Throws
Skills
Perception +0
Damage Immunities
lightning
Senses
tremorsense 60 ft., passive Perception 10
Languages
—
Challenge
1 (200 XP) · Proficiency Bonus +2

Detect Life.

Can sense the general direction of creatures that aren’t Constructs or Undead within 1 mile of it.

Discharge.

When a creature ends its turn within 5 ft. of a death worm the creature takes 2 (1d4) lightning.

Dreaming Venom.

iIEvery 24 hrs that elapse it must re-save reducing its hp max by 2 (1d4) on a failure. The poison is neutralized on a success. Target dies if dreaming venom reduces its hp max to 0. This reduction lasts until the poison is neutralized.

Lightning Arc.

When a creature starts its turn within 15 ft. of at least two death worms the creature must make DC 14 Dex save or take 5 (2d4) lightning. The creature has disadvantage on the save if it is within 15 ft. of three or more death worms.

Regeneration.

Regains 3 hp at the start of its turn if it has at least 1 hp.

Source: Tome of Beasts 3 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details