Legendary Resistance (3/day) If Wormsack fails a saving throw it can choose to succeed instead.
Magic resistance. Wormsack has advantage on saving throws against spells and other magical effects
Magic Weapons. Wormsack's weapons are considered magical.
Regeneration. Wormsack regains 10 hit points at the start of its turn. If Wormsack takes fire damage, this trait doesn't function at the start of Wormsack's next turn. Wormsack dies only if it starts its turn with 0 hit points and doesn't regenerate.
Carcapace Spear. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 14 (2d6+6) piercing damage.
Devour. Melee Attack: +6 to hit, reach 5ft., one target. Hit target is devoured by Wormsack and is considered Deafened , Blinded, and Restrained. The Target takes damage from any melee attacks that target Wormsack and surpass their own AC. If the Target would die while Restrained they are considered fully devoured and can not be brought back to life by any means other than a wish spell, and Wormsack heals 20 hp.
Wormsack can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Wormsack regains spent legendary actions at the start of their turn.
Snake Eyes. Whenever any creature in Wormsack's vision makes an attack roll, ability check, or saving throw he can make the outcome of that roll a natural 1.
Roll the Dice (Costs 2 Actions). Wormsack challenges each creature that can see and hear him to a game of dice. Each creature that accepts writes down a number then rolls a d20 with no modifications. Wormsack rolls 2d20 and takes the higher amount for the wager. Each creature that rolls lower then Wormsack has their maximum health lowered by the amount they wrote down until they finish a long rest. Any creature that rolls higher than Wormsack deals damage to it equal to the number written down.
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