Barked Disguise. While it remains motionless and is next to a tree, the Angler Worm is indistinguishable from the tree.
Humanoid Lure. When a medium or smaller creature comes within 60ft of the Angler Worm, it twitches its lure and releases muffled sounds from below the ground. Any creature that sees the lure initially interprets it as a struggling, bound humanoid hanging 15ft off the ground.
A DC 20 Insight check reveals the lure to be a trap.
Multiattack. The angler worm makes two bite attacks or one lure attack.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 14 (2d10 + 4) [piercing] damage. If the target is a medium or smaller creature, it must succeed on a DC 16 dexterity saving throw or be swallowed by the worm. A swallowed creature is considered blinded and restrained, has total cover against effects and attacks that occur outside the worm, and takes 13 (4d6) acid damage at the start of each of the worms turns.
If the worm takes 20 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Lure. Melee Weapon Attack: +6 to hit, range 20 ft., one target. Hit: 5 (1d6 + 2) [poison] damage. The target must succeed on a DC 16 strength saving throw or be pulled 10ft towards the angler worm and is grappled.
Description
A rare creature of unknown origin, the angler worm gets its name from its aquatic cousin. It possesses a similar lure at the end of its tail, which it dangles over a section of ground. It twists its head around so it is ready to strike from beneath the ground at anyone who approaches the lure. It's bark-like skin allows it to camouflage itself, and it's lure resembles a struggling humanoid wrapped in cloth.
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