special traits for this creature include, increased speed, echolocationthrough ground vibrations , and no eyes. an amulet dangles around the creatures long gangly neck with a gemstone at its center.
its echolocation is 25 feet cube around the creature where if on or under the ground allows it to detect all movment
bullrush: when creature sprints in a given direction and hits something, if dextarity save is failed it deals 1d8 bludgeoning damage but takes 1d2 self inflicted damage.
burrowing charge: if this creature burrows as movement it can shoot up from under the ground depending on how far it tunneled, characters will make a dexterity saving throw or be knocked prone as the ground below them is unstable
armwhip: if the creature knows the area where a player or other creature is it will attempt to swing its apendages at it, this counts a 2 attacks or 2d4 damage.
snakes embrace: the creature attempts to grapple, on a failed strength saving throw the player is grappled and cannot move until freed.
long throw: any grappled creature can be thrown as a makeshift bludgeoning weapon both the thrown and the target make a dexterity saving throw, if failed 1d6 worth of damage is inflicted to both targets.
upon realizing its death is near it enters a rage state, frantically trying to find its attacker and kill it before it kills them
echo overdrive: while in a rage state this creature has increased visibility while underground, this allows for either a quick escape, or a final aggressive push, 125 foot cube echo location radius
Description
a humanoid figure wearing a silver or gold amulet around their neck, this amulet alters the physical characteristics of its host, transforming them into a worm like predator.
the amulet only effects small to medium creatures, large and up creatures suffer little to no adverse effects.
a cult casts those who it belives to be pure, donning them with this amulet, transforming them willingly. if the host is I unwilling they can fight the effects of it, prisoners of the cult are often transformed against there will becoming mindless servants to the priest of the worm god
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.






