Armor Class
5
Natural Armor
Hit Points
10
(1d4)
Speed
5 ft.
STR
5
(-3)
DEX
5
(-3)
CON
5
(-3)
INT
18
(+4)
WIS
10
(+0)
CHA
16
(+3)
Saving Throws
INT +6, CHA +5
Damage Immunities
Poison
Senses
Darkvision 30 ft, Passive Perception 10
Languages
Common
Challenge
0 (10 XP)
Proficiency Bonus
+2
Traits
Poison Cover. During a short/long rest, this creature can coat your weapons and ammo with poison adding an extra 1d4 poison damage to your attack.
Description
This worm is created when someone uses familiar magic on a worm giving it a newfound life.
Lair and Lair Actions
This intelligent species of worms makes its lair in the bags of adventurers.
Lair Actions
- Poison Flask. Over the period of 1 week in-game this worm fills up 1d10 v of poison so the player may use as he/she wishes. On condition that there must be empty flasks in the player's bag
- Adventurer's Friend. Once a week you may talk with the worm on your travels giving you an advantage on your insanity check.
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