Medium Aberration, Typically Neutral
Armor Class 15 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft., Swim 30 ft., Burrow 20 ft.
STR
15 (+2)
DEX
10 (+0)
CON
15 (+2)
INT
18 (+4)
WIS
14 (+2)
CHA
13 (+1)
Damage Immunities Psychic
Senses Blindsight 30 ft., Tremorsense 30 ft., Passive Perception 12
Languages Deep Speech, Telepathy 120 ft., Undercommon but can't speak.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Amphibious. The worm can breathe both air and water.

Innate Spellcasting (Psionics). The worm's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: gaseous form (self only),

3/day each: mind spike

1/day each: telekinesis

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

Actions

Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. If the target is Medium or smaller, it is also grappled (DC 13) 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: +7 to hit, reach 5 ft., one target. Hit: 9 (2d8) psychic damage. The worm regains hit points equal to half the damage dealt.

Copper Smog (Recharge 5-6). A copper smog is emitted from the worm, causing the air or water to have a copper hue in a 30 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 14). On a failed save, the creature takes 14 (4d6) psychic damage and is charmed by the worm for 1 minute. On a successful save, the creature takes half as much damage and isn't charmed. A charmed creature can repeat the saving throw at the start of each of its turns, ending the effect on a success.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
9/29/2022 6:41:57 PM
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Monster Tags: aberration

Habitat: UnderdarkUnderwater

Le_TonkTonk

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