Raise Undead- As an action Wraith worm can raise 2d12 skeletons from the ground. On a 5 or 6 Wraith Worm
Spellcasting. The Wraith Worm is a 18th level spellcaster. Its spellcasting ability is Intelligence spell save DC 20, +12 to hit with spell attacks. The Wraith Worm has following Wizard spells prepared:
Cantrips (at will): Chill Touch, Toll the Dead
1st level, 4 slots: Ray of Sickness, Cause Fear, False Life
2nd level, 4 slots: Ray of Enfeeblement, Wither and Bloom
3rd level: 3 slots: Spirit Shroud, Vampiric Touch
4th level 3 slots: Blight,
5th level 2 slots: Danse Macabre
6th level 1 slots: Circle of Death
7th level 1 slots: Finger of Death
Wraith Worm can cast a cantrip and make a tail attack or Make a bite attack and a tail attack.
Bite Attack. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 21 (3d12 + 7) Piercing damage. Target must make a DC 21 Str save or be swallowed
Tail Attack: Melee weapon Attack +12 to hit, reach 10 ft., 1 target Hit 21 ( 2D8 piercing+7) Make a constitution save dc 21 or take 8D8 poison or half as much on success.
Swallow- The target is Blind and restrained and must make a constitution save DC 21 or take 12D6 Acid damage or half as much on a successful save. If Wraith Worm is dealt 50 or more damage on the inside in a single turn it must make a DC 21 Fortitude save or throw up the contents.
Wraith Breath: Wraith worm emits a 60 ft. cone of gas and targets must make a DC 21con save or take 14D8 necrotic damage. Anyone killed by the gas will immediately be resurrected as a skeleton or zombie. Roll a d6 on a 5 or 6 Wraith Worm gets his breath back.
Wraith Worm has three Legendary Actions
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Burrow: 1 action: Wraith worm can Burrow 50 ft., underground.
Hand of the Dead: 1 action: Wraith worm can cast chill touch
Poison Skin: 2 actions, Wraith worm covers itself in a mucus sticky poison. Until the worms next turn all attacks against it the target takes 1d12 poison damage and must make a DC 21 Dex save or be restrained until the worms next turn.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
These serpents had large, powerful bodies measuring 10 feet (3 meters) in length, but were rather slow and lethargic. Their heads were nearly human in size, with fangs measuring 3 inches (7.6 centimeters) in length, and they had glowing eyes. Their scales had a coal-black and bright green coloration, as well as dark purple bands that ran down the center of their back in a diamond pattern.
The spine of a wraithworm featured sharp, bony spikes that jutted through the scales of its back. However, these were simply a deterrent and were not utilized offensively by wraithworms.
How the wraithworms came to possess their undead-like characteristics was a matter of debate among planar sages. One of the two most widely accepted theories,one was that long-term exposure to the strange energies and magicsof the Outer Planes had caused some mundane serpents to develop into them. The other most widely accepted theory was that some greater fiend or an evil deity had created them to be so for either their own purposes or their amusement.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.







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