Tiny Monstrosity, Chaotic Evil
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
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.

Darfer

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