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Iceworm 2014

CR 1 monstrosity

Small monstrosity, unaligned


Armor Class
13
Hit Points
38 (7d6+14)
Speed
20 ft., burrow 30 ft., swim 20 ft.

STR10 (+0)
DEX16 (+3)
CON15 (+2)
INT3 (-4)
WIS8 (-1)
CHA4 (-3)

Saving Throws
Skills
Perception -1
Vulnerabilities
fire
Condition Immunities
prone
Senses
blindsight 90 ft., tremorsense 30 ft., passive Perception 11
Languages
—
Challenge
1 (200 XP) · Proficiency Bonus +2

Amphibious.

Can breathe air and water.

Cold Physiology.

Can’t abide constant warmth. Each hr it spends in an area with temperature above 40 degrees Fahrenheit worm must make DC 15 Con save or suffer one level of exhaustion that can’t be removed until it finishes a long rest in area with temperature below 40 degrees.

Heat Sensitivity.

Has disadvantage on attack rolls when within 5 ft. of a strong source of heat that isn’t a warm-blooded creature’s natural warmth such as a torch or campfire. In addition the iceworm can pinpoint the location of warm-blooded creatures within 90' of it and can sense the general direction of such creatures within 1 mile of it.

Slippery.

Has advantage on saves and ability checks made to escape a grapple.

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