Medium Ooze, Neutral
Armor Class 13
Hit Points 32 (5d8 + 9)
Speed 20 ft., Climb 10 ft.
STR
13 (+1)
DEX
1 (-5)
CON
13 (+1)
INT
1 (-5)
WIS
1 (-5)
CHA
13 (+1)
Skills Stealth +2
Damage Resistances Acid, Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

 

False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

Exhaustion. Anyone struck by a wearying worm's slam attack must make a DC 14 Fortitude save or be exhausted level 4 for 5 minutes. Subjects who save are exhausted level 2 for 5 minutes.

Engulf. a wearying worm ca flow around creatures that fit within its space as a standard action. It cannot slam during a round in which it engulfs. A wearying worm merely has to move over opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the wearying worm, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be engulfed; on a success, they are pushed back or aside (opponents choice) as the wearying worm moves forward. Engulfed creatures are subject to the wearying worm's exhaustion ability each round at the end of its turn, and they are considered to be grappled.

Actions

4Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Habitat: Underdark

Melissa_Mynx

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