Surprise Attack. If the creature surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 2d6 damage from the attack.
Mimicry. The creature can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.
Keen Hearing and Smell. The cadaverm has advantage on Wisdom (Perception) checks that rely on hearing and smell.
Blind. The cadaverm has no eyes, and therefore cannot see.
Bite. Melee Weapon Attack: +4 to hit, 5 ft, one target. Hit: 2d8 +Strength mod piercing damage. If the target is a creature and is successfully hit, it must succeed on a DC 12 Constitution saving throw or suffer the bleeding condition. (Bleeding creatures must succeed on a DC 13 Constitution saving throw at the end of their turns, or lose 1d6 maximum hit points. Beating a DC 18 ends this condition. Multiple instances of bleeding do not stack.)
Body Sweep (2/Combat). Melee Attack: 10 ft radius. Hit: 2d6 bludgeoning damage. Targets hit with this attack are pushed back 20 ft, and must succeed on a DC 15 Dexterity saving throw or be knocked prone.
Vocal Resonance (recharge 3, verbal). The cadaverm lets out a piercing shriek or roar. If it shrieks, all non-cadaverms in a 30 ft radius must succeed on a DC 13 Wisdom saving throw or become stunned until the end of their next turn. If it roars, all opponents in a 30 ft radius must succeed on a DC 15 Wisdom saving throw or become frightened until the end of their next turn.
Description
The Cadavurm is a large snake like beast covered in a dark leathery hide. They also posses traits to mimic humanoids such as faces, arms, and cries to lure in prey. They smell of rotting flesh or bio waste. Cadavurms have boney protrusions vaguely resembling humanoid faces attached to the top their skulls. Cadavurms thrive in underground caves, caverns, and ruins of old civilizations. The humid air and lack of light are perfect hunting grounds for these creatures. Cadavurms eat any meat that can be scavenged regardless of decomposition due to their thick and resistant stomach lining. Cadavurms usually live in packs called morgues, but each Cadavurm stuffs itself into a corner that they then become territorial over. Cadavurms rarely move or relocate to conserve energy between feeding. Although they may travel slowly, strong muscles along the sides of their long bodies allow them to thrash swiftly and violently.
Lair and Lair Actions
The cadaverm makes its home in the underground ruins of old civilizations. Due to them knowing every nook and cranny, they can weave in and out of the darkness in these ruins.
Lair Actions
- As an action, the cadaverm slinks into a nearby hole or crack in an adjacent wall rendering it hidden and fully covered.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/12/2025 10:18:13 PM
|
14
|
1
|
1
|
Coming Soon
|
Comments