Huge Elemental, Chaotic Neutral
Armor Class 16 natral armor
Hit Points 64 (10d10)
Speed 30 ft.
STR
18 (+4)
DEX
17 (+3)
CON
16 (+3)
INT
15 (+2)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws STR +25, DEX +21, CON +21, INT +18, WIS +18, CHA +17
Skills Stealth +14
Damage Vulnerabilities Thunder
Damage Resistances Psychic
Senses Tremorsense copper worms dont have eyes yet have radar ability for 1 mile range, Passive Perception 15
Languages Abyssal Can speak common as well.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Trait Name. Copper Fission, Copper Fission is a violent explosive reaction with direct force contact with magic of any source.  

Inate Mutant Ability: The copper worm is a level 1-10 Elemental. Its inate Mutant Ability of Copper Fission acts as a violent reaction to magic when direct contact which causes 1d6 force repeling exsplosion towards targets in 30 foot radious.1d6 is added every level up to level 10 max. 

 saving throw: Target must pass DC 18 Dexterity to get half damage and pushed back 10 feet.

Trait Name. Copper petrification, Copper Petrification is a 1d6 molten breath weapon that causes copper petrification. One target is hit with straight line effect up to 30 feet.This can be used 3x per day and resets in one day.

Inate Mutant Ability: The copper worm has Inate Mutant Ability of Copper petrification is created from its digestive system.

 saving throw:  Target must pass DC 15 str save to get fight off petrification effect every round and prone effect. targets suffers 1d6 copper poison every round and petrification if fails. Petrification can be cured with Neutra potion: Cobalt mineral. Salt and Bulb Grain Root. 

Trait Name. Copper lightning, Copper Lightning is an inate ability to tap into conductive currents. 

Inate Mutant Ability Its inate Mutant Ability of Copper Lightning acts as a lightning attack for 1d8 damage. 1d8 is added every level up to level 10 max. This can be used 3x per day and resets in one day.

 saving throw: Target must pass DC 13 Constitution to get half damage and pushed back 10 feet.

Trait Name. Copper Poison, Copper Poison  is an inate ability to tap into digestive toxic gases. 

Inate Mutant Ability Its inate Mutant Ability of Copper Poison acts as a breath attack for 1d4 damage. 1d4 is added every level up to level 10 max. Poison Gas has 30 foot effect. This can be used 3x per day and resets in one day.

 saving throw:  Target must pass DC 13 Constitution to get half damage and avoid being unconcious for one round. saving throw must be rolled every round untill cured with Cobalt mineral, Bulb grain tree root and salt. 

Magic ability Cantrips (at will)
1st level, Detect magic, Detect alignment, Detect object and life, Detect curses.

Limited: Can heal 1d4 3x per day, this increased every three levels by 1d4

Actions

Action Name. Oval Bite: melee or ranged attack once per turn, with razor sharp copper alloy teeth, sedimemt,soft rock, mud, hard dirt can be easily eaten way. Copper Poison complimemts bite. copper worms eat copper minerals to produce lightning attack and eats life to produce copper gas poison.

Attack: Oval bite does 2d6 damage plus poison sludge for 1d4, damage increases every 5 levels by 1d6 maxs at lv 10. Poison increase 1d4 every three levels

Saving throw:  Target must pass DC str 18 or higher to get half damage

Action Name. Tail Wip, Ranged attack once per turn, Copper steel alloy complimemts worms shifty weight. copper worms use tails to draw away natral benemoth predators.

Attack: Tail Wip , Ranged attack twice per turn, with blunt wip , Targets in 30 feet get 1d10 damage.

Saving throw:  Target must pass DC Dex save 15 or higher to get half damage.

Action Name. Body Bash  melee attack once per turn, Copper steel alloy complimemts worms shifty weight. Body Bash  helps manuvering under ground with hard rocks.

Attack: Body Bash ,  melee attack once per turn, with Body Bash  hits target in 10 feet get 1d8 Damage

Saving throw:  Target must pass DC Dex save 13 or higher to get half damage.

Action Name. Dig Qauke, ranged attack once per turn, performs qauke effect on targets. Copper steel alloy complimemts worms shifty weight. Dig Qauke helps manuvering away from major threats useing escape method.

Attack: Dig Qauke,  ranged attack once per turn, with Dig Qauke hits targets in 20 feet radious. Does 1d8 Damage.

Saving throw:  Target must pass DC Dex save 10 or higher to get half damage.

 

Bonus Actions

Bonus Action Name. Grapple bite, ranged or melee attack once per turn, performs graple effect on target. Copper steel alloy complimemts worms shifty weight. Grapple bite helps removes potential intrusion.

Attack: Grapple Bite,  ranged or melee attack once per turn, with grapple bite hits targets in 10 to 30 feet . Does 1d6 Damage grapple bite and 1d4 poison Damage.

Saving throw:  Target must pass DC Str save 18 or higher to break out of grapple.

Reactions

Reaction Name. Shifty retreat, can evade backwards into habitat hole once per turn, Copper steel alloy complimemts worms shifty weight. enlongated body helps retraction from attack up to 30 feet.

Saving throw:  none

Legendary Actions

Legendary Action Name: magnetic deploy, Copper worms can tap into conductive magnetic force to add advantage to attacks and damage 1x per day.

Mythic Actions

Mythic Action Name: Lightning Deploy, Copper worms can tap into conductive magnetic force upon atomsphere  during solar storms to summon a lightning attack for 6d6. 

Description

Copper worms are natral elemental hybrid creatures considered magic mutants. Copper worms burrow as low as 10 feet under as deep as 1 mile the ground through hard dirt, softer rock, swamp marsh and desert areas useing echo and radar sense since there eyeless..Copper worms have thick copper alloy natral armor. Usaully copper reacts with explosive force when in violent contact with magic. The explosive force is magic based and outward toward target as high as 4d6. Copper Worms have the ability to conduct non magical static electricity which acts as directed lightning overall from it's copper coumter part. Copper worms are also known to live up to 1000 years..

Nature: Copper worms are highly territorial to any target in 10 feet of its burrow hole or lair. Copper worms don't usaully attack unless provoked out side of its territory. Copper worms usaully leave there habitat burrow holes to feed on animals. In extreme cases copper worms are known to feed on huminoids during it's primordial state related to astrological events like full moons and solar storms. Also known to feed on its attackers after battle.

Copper worms are known to hybernate for 3 months out of the year to reserve life and energy. Mainly they hybernate in copper mineral vein pockets.  Copper worms are known to have 1 off spring every six months. It takes 3 months for it to become a full adult. It has half traits and abilitys as pre adult. Copper worms while in hybernation can protect itself with a magnetic force sheild untill buffered.

History Copper Worms evolved from elemental mutation from the great magic welding, an event that happened 10,000 years ago. Giant desert worms was the evolution point as well like other elemental worms. There are known to be 24,000 world wide in Mazes and RIddles.

Mutations: Over the last 50 years copper worms have evolved into huminoid variants yet scarce. 1 out of 2400 will evolve into huminoid state. In huminoid state they have half traits and abilitys yet can develop further with other skills, abilitys, simple magic, and classification.

 

Lair and Lair Actions

Copper worms have 5 foot wide and up to 1 mile long lairs in borrow holes which act as tunnel networking and Copper vein mineral pockets which they have hybernate.

Lair Actions

On initiative count , the Copper worm can negate targets intiative for 4 rounds and repel targets attacks with magnetic sheild for one day. Takes a lair action to cause one of the following effects; the Copper Worm can’t use the same effect two rounds in a row:

  •  Negates targets intiative for 4 rounds while Magnetic Sheild is in effect
  •  Repels targets attacks with Magnetic Sheild untill buffered. 
  • Causes magic vs copper explosive effect while in copper vein picket lair, over 50 percent chance.

Regional Effects

The region containing a legendary Copper Worms burrow hole creates one or more of the following effects:

  • Can create 10 foot radious sink holes over 50 percent chance a sink hole exists 30 feet from burrow hole
  • Magnetic weather disturbances upon atomsphere such as random lightning  while in storm. Over 50 percent chance 1d4 amount of lightning bolts hits target for 10d6 damage.

 

Previous Versions

Name Date Modified Views Adds Version Actions
7/15/2025 10:17:32 AM
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Coming Soon

Habitat: DesertGrasslandHillMountainSwampUnderdark

Treasure:  Any

drcyclops3000

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