Natural Camouflage. When a Cave Fisher Worm finds an appropriate place for it to lay in wait it can take an hour of preperation to burrow orsettle itself into an area it fits into and after the preperation it can remain perfectly still and appear as if just a natural uneven, or even curved, cave or tunnel with stalagtites/mites throughout. It requires a successful DC 22 Investigation to notice the cave seems odd, followed by a DC15 History or Medicine to realize it is indeed a living creature not a natural cave, these latter checks can only be made after someone passes the initial Investigation check.
It can stay in this state for months or even years waiting for food to come along and walk inside, a Cave Fisher Worm would usually only leave if threatened or if it was beginning to starve and wished to move elsewhere in search of food. It has almost no other ways of aquiring sustenance.
Chew. (Recharge 5-6) The Cave Fisher Worm can choose to break its Natural Camouflage and attack Every creature inside of it with its Bite attack with Advantage. Hit or Miss the targets are all Grappled. At the begining of the Cave Fisher Worms next turn any creatures inside of it who are still Grappled also become Restrained.
Swallow. The Cave Fisher Worm may attempt to "Swallow" one creature on its turn. The creature must succeed on a DC 14 CON save or be folded into a stomach pocket. While inside the stomach pocket the creature is still Grappled and Restrained as well as now Stunned until the end of its next turn. The first time a creature enters a stomach pocket, and every time a creature ends its turn inside one they take 2d4 acid damage, if they end their turn inside they must repeat the CON save or be Stunned again.
Bite. +7 to hit, reach 10 ft., 1 target.Hit: 24 (3d8+7 ) [Piercing] damage.
Expel. As a reaction when the Cave Fisher Worm takes damage from a source inside of it and also within 30ft of one of the worms exits, it may choose to try and attempt to Expel a creature from itself at great force. The target must succeed on a DC 16 Athletics or Acrobatics skill check or be moved 60ft from its current position inside the worm. For every 10ft the creature is moved from the opening of the worms mouth the creature takes 1d6 bludgeoning damage, if this movement is ended early by, or next to a vertical surface, then double the damage dice.
Description
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Lair and Lair Actions
The inside of the Cave Fisher Worm is such an intimate part of the biology of the creature that while inside of it creatures suffer Lair Actions.
Lair Actions
On initiative count 10 (losing initiative ties), the Cave Fisher Worm takes a lair action to cause one of the following effects; the Cave Fisher Worm can’t use the same effect two rounds in a row:
- Cause every creature inside of the Cave Fisher Worm to make a DC 15 DEX save or take 4d4 acid damage, half damage on a success.
- Open or close one of the Cave Fisher Worms "exits". A creature may attempt a DC 15 Athletics skill check to push themselves through the clenched exit, though it remains closed after.
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