| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 18 | +4 | +15 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 14 | +2 | +11 |
| CHA | 12 | +1 | +1 |
Burrow into Flesh (Recharge 5–6).
The Vermocthul can burrow into a fresh corpse or a creature that is unconscious, paralyzed, or willing. The process takes one round. If the creature is conscious, it must succeed a DC 16 Constitution saving throw or become stunned until the end of its next turn as the Vermocthul forces its way inside. Once fully embedded, the creature becomes a Vermocthul Host (see below).
Spiderlike Climber.
The Vermocthul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Oozing Flesh.
The Vermocthul can squeeze through spaces as narrow as 1 inch wide without squeezing. Its slimy, boneless body allows it to move through Tiny openings as if affected by the gaseous form spell.
Magic Resistance.
The Vermocthul has advantage on saving throws against spells and other magical effects.
Fear Eater.
Whenever a creature within 30 feet of the Vermocthul is frightened or drops to half its hit point maximum, the Vermocthul regains 5 hit points.
Multi-Eyed Awareness.
The Vermocthul’s 9 eyes grant it advantage on Wisdom (Perception) checks and prevent it from being surprised.
Multiattack.
The Vermocthul makes two attacks: one with its Limb Slash and one with its Mind Piercer.
Limb Slash.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 12 (2d8 + 3) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Mind Piercer.
Ranged Psychic Attack: +6 to hit, range 60 ft., one target.
Hit: 18 (4d6 + 1) psychic damage. If the target is concentrating on a spell, it must make a DC 15 Constitution saving throw or lose concentration.
Terror Pulse (3/Day).
The Vermocthul emits a horrific screech. Each creature within 30 feet that can hear it must succeed on a DC 15 Wisdom saving throw or become frightened until the end of its next turn. If a creature is already frightened, it also takes 10 (3d6) psychic damage.
Aggression Surge (Host Form Only).
While controlling a host body, the Vermocthul can cause the host to make one additional melee weapon attack as a bonus action. This can only be done once per turn.
Burst Forth.
When the host the Vermocthul is controlling drops to 0 hit points, the Vermocthul may eject itself in a spray of acidic fluid. All creatures within 5 feet must make a DC 14 Dexterity saving throw or take 7 (2d6) acid damage.
If in a Lair
On initiative count 20 (losing initiative ties), the Vermocthul can use a lair action to do one of the following:
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Slime Flood. Mucus seeps from the walls or ground. All surfaces in a 20-foot radius become difficult terrain until the next round.
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Fear Surge. The fear in the air intensifies. All creatures in the lair must make a DC 14 Wisdom saving throw or have disadvantage on the next saving throw they make before the end of their next turn.
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Corpse Rattle. Bones and corpses in the lair rattle or animate momentarily. Each hostile creature within 10 feet of a corpse must succeed on a DC 14 Dexterity saving throw or be grappled by writhing limbs (escape DC 14).
Boss-Fight Variant
Trigger: When reduced to 0 HP, the Vermocthul erupts in a wave of psychic energy and mucus. It revives at half HP (once only), screeching in pure rage.
When Mythic Actions Are Available, the Vermocthul can take 1 of the following at the end of another creature’s turn:
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Wail of Unmaking (Costs 2 Actions): A psychic scream erupts from the Vermocthul. Each creature within 60 feet must succeed on a DC 16 Wisdom saving throw or be stunned until the end of its next turn.
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Fear Ripples: Up to 3 creatures of the Vermocthul’s choice within 30 feet that are frightened take 10 (3d6) psychic damage and fall prone.
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Corpsecall: The Vermocthul reanimates a corpse within 60 feet as a temporary Husk (use zombie stats) that acts on the Vermocthul’s next initiative.
Description
A Vermocthul is an ancient parasite from the Underdark’s psychic trenches, where nightmares breed. It looks like a tarantula carved from slick muscle fibers, its form worm-like and coated in mucus, legs long and serrated. Nine twitching eyes blink across its glistening body at odd rhythms. It doesn’t feed on flesh. It feeds on fear.
Lair and Lair Actions
The Vermocthul makes its home deep beneath the city in a web of long-forgotten sewers, collapsed basements, and bone-littered cisterns. The walls drip with translucent mucus, and the air is humid and thick with a metallic tang. Chitin fragments, broken skeletal remains, and half-absorbed corpses line the walls.
Faint whispers echo throughout the tunnels, and light sources flicker unnaturally. A palpable sense of dread seeps into the bones of any creature who spends more than a minute here. All Wisdom (Survival) checks to navigate are made with disadvantage unless the party has prior knowledge of the Vermocthul’s tunnels.
While in its lair, the Vermocthul grows bolder and more erratic, its screeches reverberating through miles of stone and stirring latent necrotic energies.
Regional Effects
The region within 6 miles of the Vermocthul’s lair is tainted by its psychic influence and parasitic presence. This influence warps nature, minds, and the flow of magic in the area. The following effects occur:
Whispers in the Dark
At night or in complete darkness, faint screeches and clicking sounds echo unpredictably. Creatures that sleep within this area must succeed on a DC 13 Wisdom saving throw or suffer a nightmare that prevents them from gaining the benefits of a long rest.
Twisted Wildlife
Animals within the region become erratic, overly aggressive, or visibly sick. Any Beast encountered has a 25% chance of being host to a minor Vermocthul spawn, giving it resistance to psychic damage and causing it to attack creatures fearlessly.
Fleshroot Infestation
Fleshy, wormlike growths sprout from the ground in damp places. These are harmless unless disturbed, in which case they release a spore cloud (Constitution save DC 12 or be poisoned for 1 hour). The ground around them becomes soft, like pulpy cartilage.
Arcane Distortion
Spells cast within 1 mile of the lair have a 10% chance to produce strange side effects — flickers of shadow, high-pitched echoes, or a momentary feeling of being watched. Detect Magic in this region always pings faint necrotic and psychic signatures.
Corpse Lure
Freshly buried corpses in the area are sometimes found dug up and dragged away. Locals begin to report missing pets, livestock, and even the dead disappearing from crypts. Tracks always seem to lead into storm drains or cracks in the earth.
Ending the Effects
If the Vermocthul is killed, the regional effects fade over 1d10 days as the lingering necrotic presence dissipates. However, some of its spawn may remain hidden in forgotten corners unless specifically sought out and destroyed.
On initiative count 20 (losing ties), the Vermocthul can use one of the following lair actions. It can’t use the same effect two rounds in a row:
Slime Flood
Oozing ichor erupts from cracks in the walls and floor. All terrain within a 20-foot radius of a point the Vermocthul can see becomes difficult terrain until initiative count 20 on the next round. Any creature starting its turn in the area must succeed on a DC 14 Strength saving throw or fall prone.
Fear Surge
A pulse of fear ripples through the air. All creatures in the lair must make a DC 14 Wisdom saving throw or suffer disadvantage on their next saving throw before the end of their next turn. Creatures already frightened automatically fail.
Corpse Rattle
Nearby corpses animate for a moment and claw at the living. Any creature within 10 feet of a non-living corpse or body must succeed on a DC 14 Dexterity saving throw or become grappled (escape DC 14) until the end of its next turn.







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