Murmuring Worm
Huge Aberration
- Armor Class: 16
- Hit Points: 195 (17d12+85)
- Speed: walk 40 ft. burrow 20 ft. climb 40 ft. swim 40 ft.
- Challenge Rating: 12 (8,400 XP)
- Source: A5e Monstrous Menagerie, page 245
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
12 (+1) |
20 (+5) |
8 (-1) |
14 (+2) |
18 (+4) |
- Skills:
- Damage Immunities: psychic
- Condition Immunities: prone
- Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 12
- Languages:
Special Abilities
- Amphibious: The worm can breathe air and water.
- Locate Mind: The worm is aware of the location and relative intelligence of all creatures with Intelligence scores greater than 3 within 500 feet.
- Maddening Murmurs: The worm babbles constantly. A non-aberrant creature that starts its turn within 30 feet and can hear its murmurs makes a DC 14 Intelligence saving throw. On a failure, the creature takes 10 (3d6) psychic damage and is confused until the start of its next turn.
Actions
- Multiattack: The worm constricts once and attacks once with its bite.
- Constrict: Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) bludgeoning damage. The target is grappled (escape DC 17) and restrained while grappled.
- Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) piercing damage. If the target is killed by this attack the worm eats its head.
Bonus Actions
- Mental Summons: One creature with an Intelligence score greater than 3 within 120 feet makes a DC 16 Wisdom saving throw. On a failure, it uses its reaction to move up to its Speed towards the worm by the shortest route possible, avoiding hazards but not opportunity attacks. This is a magical charm effect.
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