Small Monstrosity, Neutral
Armor Class 13 Natural Armor
Hit Points 11 (4d4 + 1)
Speed 30 ft., Burrow 30 ft.
STR
12 (+1)
DEX
10 (+0)
CON
14 (+2)
INT
6 (-2)
WIS
12 (+1)
CHA
6 (-2)
Condition Immunities Blinded
Senses Blindsight 30 ft., Tremorsense 60 Ft, Passive Perception 8
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Sticky Climber. The blood worm can climb on completely flat walls and even ceilings. In order to do so it secretes a sticky mucus along the length of its body. However, this does slow its movement. As a result, the worm moves at half its normal speed while climbing.

Tunneler.  . The blood worm can burrow through solid rock at half its burrow speed and leaves a 1- foot-diameter tunnel in its wake.

 

 

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit. Hit: (1d4 + Proficiency Bonus) piercing damage

 

Bonus Actions

Vitality Drain.  As a bonus action when the blood worm succeeds on a melee attack against a creature, the Blood Worm can drain the vitality of that creature. This ability has no effect on undead or constructs.

The target creature must make a Constitution saving throw (use your spell save DC).

If fails, the creature suffers a number of d4’s of necrotic damage equal to half your Wizard level, or half as much damage if it succeeds.

The blood worm regains a number of Hit Points equal to the amount of necrotic damage dealt. If it absorbs more than its Hit Point maximum any excess become temporary hit points. Any temporary hit points gained this way disappear after 1 minute.

Description

Hit Points 1 + your Intelligence modifier + your wizard level (the Blood Worm has a number of Hit Dice (d4's) equal to your wizard level).

GunpowderChant

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