Medium Humanoid (Devil), Any Chaotic Alignment
Armor Class 14 Natural
Hit Points 400 (20d10 + 300)
Speed 30 ft., Burrow 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
19 (+4)
INT
20 (+5)
WIS
20 (+5)
CHA
10 (+0)
Skills Arcana +0, Insight +0
Damage Vulnerabilities Cold, Fire, Radiant
Damage Immunities Acid, Lightning, Necrotic, Poison
Condition Immunities Frightened, Poisoned, Unconscious
Senses Darkvision, Truesight, Passive Perception 17
Languages Abyssal, Deep Speech none
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Slither. Walking Worms can break apart into 30d12 tiny worm creatures. These worms can cling onto a creature like a leach, when this happens it sucks the life force out of the target creature taking 1d4 necrotic damage for each turn the worm is latched.

Spellcasting. When the Walking Worms is in humanoid form, it is a 6-level spellcaster. Its spellcasting ability is 20 (DC17, +10 to hit with spell attacks). The Walking Worms has following necromancer spells prepared:
Cantrips (at will): Eldritch Blast,  Chill Touch
1st level (9 slots): Dissonant Whispers, Hellish Rebuke                                                            2nd level (9 slots): Melf's Acid Arrow, Feign Death, Darkness, Detect Thoughts                    3rd level (9 slots): Fear, Counterspell, Charm Person, Bane, Animate Dead                            4th level (9 slots): Acid Splash, Confusion, Crown of Madness                                                5th level (9 slots): Contact Other Plane, Creation, Dimension Door                                          6th level (9 slots): Disintegrate, Drawmij's Instant Summons

Actions

Choke. Walking Worms chokes target creature unless the target succeeds a DC17 constitution saving throw.

 

Monster Tags: Devil

Habitat: Underdark

BrightonB

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