Huge Aberration, Neutral Evil
Armor Class 18 (natural armor)
Hit Points 136 (13d12 + 52)
Speed 30 ft., Climb 20 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
17 (+3)
Saving Throws CON +7, CHA +6
Skills Deception +9, Perception +5, Performance +9
Damage Resistances Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Daelkyr --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Spider Climb. The weaverwurm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the weaverwurm knows the exact location of any other creature in contact with the same web.

Web Walker. The weaverwurm ignores movement restrictions caused by webbing.

Actions

Multiattack. The weaverwurm makes three attacks on its turn: one with its bite and two with its paralytic claws. It can replace one of the claw attacks with Ensnare.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Paralytic Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 16 (3d6 + 5) piercing damage, plus the target must make a DC 16 Constitution save or be poisoned for one round as the claw breaks off in the wound. While poisoned, the target is also paralyzed. A poisoned creature must repeat the saving throw at the end of their next turn or remain poisoned. The effect ends on a successful save. The effect can also be ended by digging out the broken claw, which takes one action and requires a DC 12 Medicine skill check, or else removing the claw deals 1d4 piercing damage to the target. 

Ensnare. Ranged Weapon Attack: +7 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing and at the beginning of the weaverworm's turn is pulled 20 feet toward the weaverwurm. As an action, the restrained creature can make a DC 16 Strength check, bursting the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 16, 15 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. Only one target can be ensnared by the weaverwurm at a time. 

Weaver's Song. A weaverwurm can play the webs in its lair like a grotesque musical instrument. When doing so, all non-spidery creatures (weaverwurms, ettercaps, spiders, etc.) within 300 feet must make DC 17 Wisdom saves. Those who make their saves are unaffected. Those who fail are charmed, and on their turn, must move toward the weaverwurm by the most direct means available. If the path leads into an obviously dangerous area (such as through a fire or off a cliff), that creature receives a second saving throw to end the effect before moving into peril. The creature also receives a second saving throw if it takes any damage before the song ends. A victim within 5 feet of the weaverwurm simply stands and listens. This effect continues for as long as the weaverwurm performs and for 1 round thereafter. If the creature succeeds on their save, or the effect ends, the creature is immune to the same weaverwurm's song for 24 hours.

Description

The bloated white segments of a massive maggot's  body erupt into a torso of mixed feminine and insectile features. Pale humanoid skin and carapace meld together beneath a face with segmented eyes and mandibles chittering a song of discordant alien clicks and hisses, as overlong chitinous claws weave cords of thick webbing between them. 

Foul servants of the daelkyr, weaverwurms -- or simply "weavers," as they are often called -- are terrifying abominations, combining the features of predatory insects, monstrously huge larvae, and deathly pale humanoids. Creations of Khyber, these horrors seek out the dark places of the world, sowing murder and fear from the darkness, and all the while raising unnatural songs in praise of the daelkyr.

Weaverwurms typically measure 18 feet long, though the most bloated weigh upward of a ton. 

Habitat: Underdark

Maveric28

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