Homebrew Giant Worm Species Details

WARNING: This race is NOT balanced. This race was created for fun in a game with friends. Use with caution.

Description:

Giant Worms are actually reptilian in nature, and are closely related to Lizardfolk.

ALIEN MINDS

The Giant Worm's reptilian nature comes through not only in their appearance, but also in how they think and act. Giant Worms experience a more limited emotional life than humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure. Giant Worm experience most feelings as detached descriptions of creatures and situations.
For example, humans confronted by an angry troll experience fear on a basic level. Their limbs shake, their thinking becomes panicked and jumbled, and they react by instinct. The emotion of fear takes hold and controls their actions. In contrast, Giant Worms see emotions as traits assigned to other creatures, objects, and situations. A Giant Worm doesn't think, "I'm scared." Instead, aggressive, stronger creatures register to the Giant Worm as fearsome beings to be avoided if possible. If such creatures attack, Giant Worms flee, fighting only if cornered.
Giant Worms aren't scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly. Giant Worms never become angry in the way others do, but they act with aggression toward creatures that they could defeat in a fight and that can't be dealt with in some other manner. They are aggressive toward prey they want to eat, creatures that want to harm them, and so on. Pleasurable people and things make life easier for Giant Worms.
Pleasurable things should be preserved and protected, sometimes at the cost of the Giant Worm's own safety. The most pleasurable creatures and things are ones that allow Giant Worm to assess more situations as benign rather than fearsome.

COLD AND CALCULATING

Most humanoids describe cold-blooded people as lacking in emotion and empathy. The same label serves as an apt depiction of Giant Worms. Lacking any internal emotional reactions, Giant Worms behave in a distant manner. They don't mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants. Giant Worms lack meaningful emotional ties to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when Giant Worms deal with the dead.
To a Giant Worm, a comrade who dies becomes a potential source of food. That companion might have once been a warrior or hunter, but now the body is just freshly killed meat. A Giant Worm who lives among other humanoids can, over time, learn to respect other creatures' emotions. The Giant Worm doesn't share those feelings, but instead assesses them in the same clinical manner. Yes, the fallen dwarf might be most useful as a meal, but hacking the body into steaks provokes aggression in the humanoids and makes them less helpful in battle.

UTILITY AND SURVIVAL

The Giant Worm mindset might seem unnecessarily cruel, but it helps them survive in a hostile environment.  The jungles they inhabit are filled with a staggering variety of threats. Giant Worms focus on survival above all, without sentiment. Giant Worms assess everyone and everything in terms of utility. Art and beauty have little meaning for them. A sharp sword serves a useful and good purpose, while a dull sword is a dead weight without a whetstone.

Giant Worms see little need to plan more than a season or so into the future. This approach allows them to maintain their current level of influence in the world, but it limits their growth. Giant Worms have no interest in developing writing, making long-term plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.

HAPLESS SOFT ONES

At their core, Giant Worms view humanoids with an indifference verging on pity. Born into the world lacking stout scales and sharp teeth, it's a wonder they have managed to survive for so long. The typical human would barely make it through a day in the jungle.

Still, if other creatures prove useful to Giant Worms, those creatures can trigger a protective response made all the stronger by their apparent weakness. The Giant Worm assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care.

Traits:

Ability Score Increase. Your strength score increases by 3, your constitution score increases by 2, and your intelligence decreases by 2.

Creature Type: Monstrosity.

Age. There are two different age ranges for Giant Worms. The first takes 5 years to reach maturity, and lives for a total of 40 years on average. The other reaches maturity at the age of 30 years, and lives an average of 500 years (Subraces added soon).

Alignment. Giant Worms are powerful predators, leaning towards a chaotic alignment, whilst not being good or evil.

Size. Giant worms are 30 feet in length, whilst having a body radius of 2.5 feet. Your size is large.When Giant Worms appear above ground, they take up a total space of 30ft by 5ft by 5ft. Alternatively, a Giant Worm may only show their head, taking up a 5ft cube in it's entirety. When partially appearing above ground, you may use your burrow speed -10 feet.

Speed. Your base walking speed is 15 feet. You also have a burrowing speed of 40 feet.

Languages. You can speak and read Common and Wyrm(Crude Saurian).

Natural Armour. You have a natural ac equal to 15 + your proficiency bonus + your constitution modifier.

Bite. You are proficient with your unarmed strikes, which deal 1d8 piercing damage on a hit at a range of 10 feet. If the target is a small or smaller creature, it must succeed a dexterity saving throw, 8 + your strength + your proficiency bonus, or be swallowed by you. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and takes 2d6 acid damage at the start of each of the worm's turns. If the worm takes 15 damage or more from a creature inside it in one turn, the worm must succeed a dc 18 constitution saving throw at the end of that turn or or regurgitate all swallowed creatures, which fall prone within 20 feet of the worm (player's choice).

Tunneler. You can burrow through solid rock at half burrow speed and leave a 1 foot radius tunnel in your wake.

Serpentine Body. You have no arms, legs, or hands. You are unable to wield weapons or wear shields, and cannot use items which require manipulation, including spellcasting foci, wands, tools, etc. You are unable to wear armor and cannot jump, but have a reach of 10 feet with your mouth.

Blind Senses. You have no eyes, and are blind (and therefore immune to the Blinded condition). You have tremorsense up to 120 feet, and blindsight up to 20 feet.

Burrow. You can only use your burrow speed if you spend an action or bonus action to force your way underground from the surface.

Storage Organ: You carry all of your items inside a specialised organ near your stomach. Any item you ingest orally may be placed in this organ instead of your stomach, taking no acid damage. You also have storage space for 2 medium creatures (or 4 small, or 8 tiny). Creatures of an aforementioned size may enter the organ willingly, but must be willingly regurgitated by you, or deal 15+ damage to you in one turn (following the swallow rules)

Ambush. Starting at level 6, when you transition from burrowing to above ground, you may spend an action to make a bite attack on every creature within 5 feet. Alternatively, you may choose one target of size medium or smaller and perform a bite attack on that creature, attempting to swallow them. If the creature(s) were unaware of your presence, you have advantage on attack rolls, and they have disadvantage on saving throws.

Giant Worm Traits

See above.

Previous Versions

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