Medium Beast, Unaligned
Armor Class 12 Natural
Hit Points 19 (3d8 + 6)
Speed 20 ft., Swim 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
14 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
10 (+0)
Skills Perception +4, Stealth +4
Senses Tremorsense 30/60 underwater, Passive Perception 10
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Amphibious: Can survive out of water for up to 4 hours before "drowning"

Tremorsense 30'/60' when in water

Ambusher: The Amedian Gutworm has advantage on against any creature it has surprised.

Color Blind: The creature has limited eyesight, only able to discern light and dark shapes. This gives the beast advantage on saving throws against light and pattern effects and immunity to visual illusions.

Implant egg: Once a creature of medium or larger size has been grappled, the gutworm attempts to implant an egg with its tail injector on its next turn. The gutworm has advantage on its attack to implant its egg (this attack does no damage). A constitution save DC 12 will prevent the egg from being implanted.

Actions

Bite: +3 to hit, 5' reach, 1d6 piercing damage and target grappled (DC 12 escape). While grappled, the gutworm will drain the victims blood for 1d4 points of damage, or it will attempt to implant an egg.

Claw: +3 to hit, 5' reach, 1d4 piercing damage.

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.

Mythic Actions

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

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

Description

The Amedian Gutworm looks like a yellowish-gray mottled segmented worm five to six feet long, adorned with short claws along its body length. Its head is a series of barbs and pincers. with a pair of eyespots.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • 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:

  • Enter a regional effect description.
  • Enter a regional effect description.

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

Habitat: SwampUnderwater

TempestVedimere

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