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