Tiny Monstrosity (Demon), Neutral Evil
Armor Class 2 21
Hit Points 500 (1d20 + 50)
Speed
STR
1 (-5)
DEX
1 (-5)
CON
1 (-5)
INT
1 (-5)
WIS
1 (-5)
CHA
4 (-3)
Damage Vulnerabilities Necrotic
Damage Resistances Fire, Psychic
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Grappled, Petrified, Poisoned
Senses Passive Perception 10
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Enter the description for your special trait: 

Creatures are Demonic in name only, but not in nature, while they are Neutral Evil in alignment, this is a case of Alignment Assigned by the behavior of these worms.  They more closely have a Neutral Alignment and can be used to motivate behaviors and to help force a balance between bad actors and good motivated others.  Usable by Druids.  

 

Actions

Action Name. the ability to infect others.

Action Melee Attack. Happenstance.  May be encountered by crossing paths with the left worms within 30 minutes of their being left by the host or by contaminating by interaction with a host; eating, drinking, or becoming intimate with the host.  

Action Ranged Attack. by breathing close to (by contact) with a host or breathing in the infected air within 30 minutes after it is released into the air.  

Initial Damage is -1 to Constitution unless saves are successfully rolled.  

The actions of these monsters are always in swarm form.  

 

Bonus Actions

Enter the description for how bonus actions work for your monster here. 

Please see the description above.  

Reactions

Reaction Name. Enter the description for your action.  

None.  By reaction to the confines of the subjects bodies, only.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action. 

These or similar worms or conditions have been whispered about only in shadows or in stories spoken as cautionary tales for dealing with unsavory spirits.  Proof of the Legend as more than myth is largely questionable.  

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.  

These or similar worms or conditions have been whispered about only in shadows or in stories spoken as cautionary tales for dealing with unsavory spirits.  The actual truth of these stories is not known without physical proof.  

Description

Enter a general description for your monster here.  

Blood or Brain worms are two sides of similar creatures.  Both are summoned by a spell, at level 2+, a spell caster can infect a host / carrier with Blood Worms if the victim fail a save vs Constitution and / or a following save vs Spells roll.  If one or both of these saves succeed, then the target of this curse continues on as though nothing has happened, though they may sense that something is amiss.  If the Constitution roll is failed only,  the Blood Worms has been summoned but the intended victim has proven resistant to this infection.  A +3 to these saves applies for Paladins. a +2 For Lawful Alignments, and a +1 for Good Alignments applies.  In this case, the worms drop away and can instead infect anyone who comes in contact with these worms through contact with bare skin.  Once infected, these worms will reproduce in the warmth of the victim's body and spread to bedevil their hosts after 1D4 days with the feel of movement at first an growing to also seeing 3 inch long worms crawling under the skin.  The eggs for these worms can be transferred through saliva and by breath through direct contact (such as eating or drinking after the infected subject or kissing them or sexual contact (intimacy)).  These worms' movements can prove very distracting (- 1D4) on to hit and saving throws along with other applicable bonuses and penalties.  However, these worms are easily gotten rid of.  A cure spell along with 3 Bless Spells cast over 3 days or the healing powers  of a Paladin may help.  

At Level 7, this spell may alternately summon Brain Worms which are similar to Blood Worms except; these happen only in the Brain region of the victim's body.  They do not show up as physically moving under the victim's skin.  They can prove even more distracting (-1 additional point penalty to to Hit rolls, Saving rolls and random movements applied to the host along with confusion and insanity after 3 Days) applies.  Curing this problem is more difficult requiring the same cure as the Blood Worms, but if this does not cure the problem, and the worms are not seen under the victim's skin, a roll  vs Constitution at -1 per turn cumulative, must be successfully completed and a Cure Major Wounds Spell must be cast upon the hot to rid them of these worms.  this new penalty will stop at its current rate if the spell caster casting the curse is found, killed and buried with some of these worms which destroys them.    

Lair and Lair Actions

Enter a description of your monster's lair here.  

These Monsters are only Common to the lower levels of Hell or exist within the bodies of their hosts.  

Lair Actions

On initiative roll, if lost you have encountered these worms, and are at risk of being infected.  You notice or feel the effects of first infection.  Saving rolls must be made, (losing initiative ties), losing the saving throws the [Worms] takes a lair action to cause one of the following effects; the [Worms, which ever kind is considered] has infected your character and can’t use the same effect two rounds in a row.  If encountered in Hell, you have encountered a pile of these worms or a river of them and are covered by them causing a - 6 penalty to be infected by them and to suffer the effects until cured or the ultimate results are encountered for this infection.  

  • 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:

  • Victim's / Host's Constitution eventually reaches zero and Death occurs.  
  • Possible according to Worm type, Insanity occurs.  

If the [monster name] dies, these effects fade over the course of #2D20 days. 

  

Monster Tags: Demon

Habitat: SwampUnderdark

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