Medium Humanoid (Any Race), Chaotic Neutral
Armor Class 13 Padded Leather
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
15 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
12 (+1)
WIS
11 (+0)
CHA
16 (+3)
Skills Arcana +4, Deception +3, Religion +6
Senses Passive Perception 10
Languages Common.
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Connected to Quajath. No matter where the creature is, Quajath can read the creatures every thought and memory and can speak with the creature telepathically. Quajath can access the creature's senses and perceive what the creature perceives. As a bonus action Quajath can take direct control of the creature, choosing the actions, bonus action, reactions and movement of the creature until Quajath ends this control as a bonus action.

Innate Spellcasting. The innate spellcasting ability is Charisma (Spell save DC 13, +5 to hit with spell attacks) The Warlock can inherently cast the following spells, requiring no material components: 

At will: eldritch blast(see "actions" below), minor illusion

1/day each: charm person, armor of agathysarms of Hadar, counterspelldarkness, invisibility.

Magic Resistance. The Wormkin Warlock has advantage on saving throws against spells and other magical effects.

Regeneration. If the Wormkin Warlock has at least 1 hit point, the creature regains 5 hit points at the start of its turn.

Actions

Multiattack. The Wormkin Warlock of Quajath makes two dagger attacks.

Dagger. Melee Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Eldritch blast (Cantrip). Ranged spell Attack: +5 to hit, range 120 ft., one creature. Hit: 5 (1d10) force damage.

Description

Those who Quajath views as having great power and who willingly submit themselves to its will are sometimes gifted powers to better strive towards the goal of freeing the trapped entity and spreading its influence. These Warlocks of Quajath will often lead groups of Wormkin at the behest of their leader Galgonos or even Quajath itself to complete an assigned objective, weather it is to seek out new potential recruits or to seek out artifacts that could aid in freeing their patron.

To those who pose no threat to the Warlock's objective they act friendly and may even attempt to recruit those it sees as useful into joining them. A suspicious character who succeeds on a DC 15 Wisdom (Insight) check can tell the Warlock and its Wormkin comrades are more dangerous than they initially appear. The Warlock will not hesitate to eliminate those who come between the Warlock and its objective.

A player searching the body of a Wormkin Warlock will often find a small wrapped 1/2 lb parcel of mysterious meat upon their person. It is the following food item:

Undermaw meat.

Humanoids that consume the Undermaw's flesh ten or fewer days after it has been removed from Quajath must make a DC 15 Constitution saving throw or become Wormkin 1d6 hours later as black veins begin to spread across their body. Characters who become Wormkin might become NPCs at the DM's discretion. A greater restoration spell or similar magic removes all Wormkin features from a creature, restoring it to its original state. Wormkin gain the following features:

Alignment. The creatures alignment becomes chaotic neutral.

Connected to Quajath. No matter where the creature is, Quajath can read the creatures every thought and memory and can speak with the creature telepathically. Quajath can access the creature's senses and perceive what the creature perceives. As a bonus action Quajath can take direct control of the creature, choosing the actions, bonus action, reactions and movement of the creature until Quajath ends this control as a bonus action.

Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.

Regeneration. If the creature has at least 1 hit point, it regains 5 hit points at the start of its turn.

Previous Versions

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Monster Tags: NPChumanoidHuman

Habitat: ArcticMountainUrban

The_Mighty_Thanquol

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