Medium Beast, Unaligned
Armor Class 14 Natural Armor
Hit Points 34 (4d10 + 12)
Speed 30 ft., Walk 30 ft., Climb 5 ft.
STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
1 (-5)
WIS
13 (+1)
CHA
6 (-2)
Senses Blindsight 30 ft, Tremorsense 30 ft, Passive Perception 11
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Sand Burrower: The ashworm can burrow through sand and loose dirt without having to make a save, but cannot burrow through rock or similar surfaces at all.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage. the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Bonus Actions
 none
Reactions

Evasive Diver. When the ashworm is on the ground and succeeds on a Dexterity saving throw in order to take half damage from an effect, it can instead take no damage and burrow 10 feet directly underground without provoking opportunity attacks. If the ashworm can't burrow into the terrain it is on, it can't use this ability. Any rider on the ashworm must make a separate DC 15 Dexterity saving throw, being swept off of the ashworm and left in the ashworm's space on a failure, or remaining mounted and taking no damage from the effect on a success.

 

Description

now halfway grown, the ashworm Juvenile is a medium, eyeless worm that grows as big as a horse. It is covered in a thin chitinous layer of pale purple plates. A nasty stinger quivers at the end of its tail when fully grown, but is absent from larva. Ashworms are inhabitants of particularly sandy deserts, able to burrow quickly and easily through the soft surface to hunt prey and hide from more dangerous predators. 

About 14 feet long fully grown, and covered in pale purple scales, ashworms resemble much, much smaller purple worms in some ways. They may be distant relatives of the massive monsters, but if so they are far less dangerous and aggressive. This doesn't mean they aren't dangerous, as wild ashworms travel in large herds that will often bring down large prey in order to feed the entire group. On its own, a single ashworm will usually avoid attacking creatures as large as an adult human, sticking to much smaller targets. Traveling in vast herds both above and below the desert sands, the sound of a herd's approach is akin to thunder. As a result, ashworms are sometimes called thunderherders.

The ashworm's affinity to burrowing sometimes gives them an opening to escape dangerous attacks. If they are fast enough they can sometimes dive below the surface of the sand, completely escaping from the threat. On its own an ashworm will usually flee the battle at that point, but if directed by a rider or with its pack it will return to continue fighting.

They are effective in their niche, so much so that many different groups have sought to domesticate them as mounts. when being domesticated, a trainer tends to clip off the dangerous stinger. Ashworms can be induced to travel on the sand's surface (or eve packed earth or stone) exclusively by a skilled rider. Expert riders are somewhat mollified by the ashworm's ability to secrete a substance that allows it to stick to vertical surfaces; a rider securely strapped to an ashworms back can climb up walls or other impedi- ments with his mount, albeit slowly.

Though it does not yet have a fully developed a stinger, the Juvenile makes up for this with a mildly poisonous bite "that looses potency at adulthood"

Previous Versions

Name Date Modified Views Adds Version Actions
5/12/2023 11:16:44 AM
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5/12/2023 11:38:34 AM
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Monster Tags: Misc Creaturebeast companionpet

Habitat: Desert

dante245

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