Armor Class
13
(natural armor)
Hit Points
18
(4d4 + 8)
Speed
20 ft., Swim 30 ft., Burrow 10 ft.
STR
8
(-1)
DEX
12
(+1)
CON
14
(+2)
INT
8
(-1)
WIS
13
(+1)
CHA
4
(-3)
Skills
Stealth +3
Damage Immunities
Necrotic, Poison, Psychic
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Poisoned, Prone
Senses
Blindsight 60 ft., Tremorsense 60 ft., Passive Perception 11
Languages
Understands Deep Speech but can't speak
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Magic Resistance. The wurm has advantage on saving throws against spells and other magical effects.
Unusual Nature. The wurm doesn’t require air, food, drink, or sleep.
Actions
Mind-Bending Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) necrotic damage, and the target must succeed on a DC 10 Intelligence saving throw or it can’t take a reaction until the end of its next turn. Moreover, on its next turn, the target must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.
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