Amphibious: The larva must submerse its self in water with in one hour of erupting from its host or it dies.
Color Blind: The larva has limited eyesight and has advantage against saves made for light or pattern effects. It is immune to visual illusions.
Tremorsense: 30'/60' underwater
Blood Drain: While growing in the host, the larva will deal 1-2 points of Strength and Constitution damage to its host daily.
Eruption: When the larva is able to survive outside of its host, it will erupt from either the stomach or the throat. The host must make a DC 15 Constitution save or die immediately. On a successful save the host takes 3d6 points of damage
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 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 larva is a greyish color, thin and about 2-3 feet long. A creature implanted with an egg will have no symptoms for 1-4 weeks. During this time and magical treatment that removes disease kills the egg. after 1-4 weeks the gutworm begins to grow and after 1-2 weeks will erupt from its host.
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.
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