Berserk. Whenever the Wurm Progenitor starts its turn with 206 health or below, it goes berserk. When berserk, it becomes vulnerable to psychic damage and immune to bludgeoning, piercing, and slashing from non-magical attacks. The Wurm Progineter now makes 2 grafted arm slam attacks and 1 gnash attack per turn.
Tunneler. The Wurm Progenitor can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter hole in its wake.
Mimicry. The Wurm Progenitor can mimic any sounds it has heard. A creature that hears the sounds can tell they are imitations with a successful DC 18 Wisdom (Insight) check.
Multiattack. The Wurm Progenitor makes 2 attacks.
Gnash. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (2d12 + 9) magical piercing damage.
Grafted Arm Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) bludgeoning damage. (Cannot make this attack unless Berserk.)
Vomit Limbs. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 22 (2d12 + 9) magical bludgeoning damage.
Description
The Wurm is seemingly made of torn parchment, with a clay plate for a face. The plate separates into small triangles to form a mouth and possesses several black beads which seem to be eyes.
The Wurm Progenitor is said to originate from a black comet that comes into contact with a planet. There is typically only one Wurm Progenitor on a planet, and it often sets up its layer near a settlement harnessing powerful magical artifacts. The Wurm Progenitor will proceed to kill various creatures in the surrounding area and bind their flesh together to create Yalalas, a unique type of flesh golem specially designed for the theft of magical artifacts.
Lair and Lair Actions
The Wurm Progenitor's lair is most often a hardened cave at the heart of a network of tunnels. Its cave is rarely perfectly smooth and often has small collections of stalagmites and stalactites that block sightlines. The cave has a ditch at its center, in which the Wurm Progenitor rests. The Wurm Progenitor can harness the ambient magic of it's lair to take lair actions.
Lair Actions
On initiative count 20 (losing initiative ties), the Wurm Progenitor takes a lair action to cause one of the following effects; the Wurm Progenitor can’t use the same effect two rounds in a row:
- During the First round of combat, the Wurm Progenitor can summon 3 Yalala's to aid it in battle.
- The Wurm Progenitor can resurrect one of its summoned Yalala's at half of the Yalala's health. If a resurrected Yalala dies, it cannot be resurrected again.
- All creatures who can see the lair must make a DC 18 Intelligence saving throw. On a failed save, the Wurm Progenitor can alter the terrain of the lair, creating difficult terrain and 5ft tall barriers. All who succeeded the save see no alteration in the terrain and ignore any of the terrain alterations made by the Wurm Progenitor.







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