Gargantuan Aberration, Typically Neutral
Armor Class 18 (natural armor)
Hit Points 290 (20d20 + 80)
Speed 30 ft., Swim 50 ft., Burrow 30 ft.
STR
22 (+6)
DEX
6 (-2)
CON
19 (+4)
INT
24 (+7)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws INT +13, WIS +10
Skills History +13, Perception +10
Damage Immunities Psychic
Senses Blindsight 60 ft., Tremorsense 60 ft., Passive Perception 20
Languages Deep Speech, Telepathy 120 ft., Undercommon but can't speak.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The worm can breathe both air and water.

Innate Spellcasting (Psionics). The worm's innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: gaseous form (self only), mind spike

3/day each: evard's black tentacles, hunger of hadar, telekinesis

Slippery. The worm has advantage on ability checks and saving throws made to escape grapple.

Worm Speech. After the worm speaks with a creature using its telepathy for the first time, it becomes aware of the creature's presence within a mile radius and it can speak to them using telepathy at any range as long as it remains on the same plane of existence as the worm.

Actions

Multiattack. The worm makes two tentacle attacks and uses its Syphon once.

Tentacles. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 13 (3d8) psychic damage. The target is also grappled (DC 20) and is restrained until the grapple ends. When a creature is grappled by this attack, the worm can only attack that creature until it is no longer grappled.

Syphon.  Melee Spell Attack: +13 to hit, reach 15 ft., one target. Hit: 27 (5d10) psychic damage and the target has disadvantage on ability checks and saving throws that rely on Strength until the start of the worm's next turn. The worm regains hit points equal to half the damage dealt.

Copper Water Hose (Recharge 5–6). The worm shoots a jet of copper-colored water in line 60 feet long and 5 feet wide. Each creature in that area must make a DC 20 Dexterity saving throw, taking 18 (4d8) bludgeoning damage and 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

Copper Smog (Recharge 6). A copper smog is emitted from the worm, causing the air or water to have a copper hue in a 60 ft. radius around it until the start of the worm’s next turn. If a creature enters the area, they must make a Wisdom saving throw (DC 18). On a failed save, a creature is unable to speak or understand any languages, except for the worm’s telepathy, for 1 minute and it is blinded for the duration. While under this effect, the creature is beckoned by the call of the worm and must spend its movement getting as close as possible to the worm. The creature innately knows where the worm is and goes to it using the safest route. On a successful saving throw, the effect fails and the creature can’t be affected by the smog for 24 hours. An affected creature that is no longer in the smog can repeat the saving throw at the end of each of its turns, ending the effect on a success. Creatures the worm are friendly with automatically make the save. The effect ends early if the worm attacks a creature affected by the smog, if the worm becomes incapacitated, or it dies.

Description

Copper worms are enigmatic, yet curious, aberrations that originate from the maddening Far Realm. As their name suggests, they are gargantuan eel-like worms that are lathered in a copper sheen that covers their skin. Copper worm heads have two, relatively tiny eyes that become overshadowed by a mass of pink, translucent tentacles that act as their primary method of feeling and feeding.

Unlike most other creatures from the Far Realm, copper worms have a strong distaste for enslavement and destruction, rather, they are tormented by a deep desire to learn about the inner workings of other creatures. They often only interact with a creature if it’s to learn about its physical and mental capabilities, or if they need a host for one of their many children, otherwise they leave other creatures to their own devices.

Morbid Researchers. Despite their distaste for violence, copper worms often use less-than honorable methods when performing their studies. Copper worms use a combination of both psionic and biological abilities to subdue and manipulate the bodies and minds of various creatures to see how they respond.

Their tentacles are able to sap a creature’s body of energy, which they use to sustain themselves, as well as observe a creature’s ability to withstand lethargy. They can also produce a copper-hued cloud that is often used to limit a creature’s language and visual capabilities. To ensure that they can properly perform their tests, copper worms use psionic and telepathic powers to restrain or track reluctant participants. After they receive satisfactory results, they will return their test subjects to their original states, left physically unharmed, and then send them on their way. While they never intend to due long-lasting harm, many of their willing and unwilling participants are left mentally scarred from the process.

Parent to Thousands. While copper worms are mostly emotionally mute, they have incredibly strong bonds with their offspring. Each worm can produce a clutch of up to a thousand eggs, after which they become completely infertile. They guard these eggs ferociously until they hatch. When a copper worm larva hatches, it creates an immediate bond with their parent that somewhat resembles the relationship between a cleric and their deity. These larvae fervently follow and listen to their parent’s every command until the cusp of their adulthood, after which they leave to fend for themselves.

During a copper worm’s larval stage, they have a chitinous beak that they use to burrow into dirt and stone, as well as to penetrate the flesh of sentient creatures. Due to having small and soft bodies, copper worm larvae burrow into the bodies of creatures to both travel safely and to absorb nutrients from their hosts. Once they reach adolescence, a copper worm exits its host and uses its own abilities to protect itself.

Lair and Lair Actions

Copper Worm Lair

Copper Worms prefer to dwell in deep, underground lakes or bodies of water, such as oceans. They reside near abyssal chasms under the sea or abandoned underwater cities.

Lair Actions

On initiative count 20 (losing ties), the copper worm can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row.

  • Pools of water within 120 feet of the copper worm surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 17 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • The copper worm emits an ear-splitting sound that’s heard by all creatures in its lair. Creatures in the lair must make a DC 17 Constitution saving throw. On a failed save, a creature is deafened for 1 minute and must roll a d6. The roll they make determines the additional effect they receive. A creature can repeat the saving throw at the start of each of their turns, ending the effects on a success:
    • 1-2: A creature has disadvantage on all Intelligence saving throws for the duration.
    • 3-4: A creature’s speed is halved for the duration.
    • 5-6: A creature is stunned for the duration.

Regional Effects

  • The water within 6 miles of the worm’s lair is a copperish hue and causes hallucinations when creatures drink from it.
  • Various species of worms are seen squirming within 1 mile of the worm’s lair. When someone listens closely, it sounds like the worms are whispering in Deep Speech.
  • Intelligent creatures within 1 mile of the lair begin having headaches and feel like their skin is slimy to the touch.

Previous Versions

Name Date Modified Views Adds Version Actions
9/29/2022 6:40:11 PM
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Coming Soon

Monster Tags: aberration

Habitat: UnderdarkUnderwater

Le_TonkTonk

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