Carrion Worm: Difference between revisions
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'''Shed Carapace (1/Round).''' The Carrion Worm loses 20 HP and 1 AR to spawn 4 (1d4+2) Crepits in an adjacent unoccupied space. These Crepits obey the Carrion Worm’s mental commands and take their turn immediately after it in [[Initiative]]. | '''Shed Carapace (1/Round).''' The Carrion Worm loses 20 HP and 1 AR to spawn 4 (1d4+2) Crepits in an adjacent unoccupied space. These Crepits obey the Carrion Worm’s mental commands and take their turn immediately after it in [[Initiative]]. | ||
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Revision as of 15:24, 21 December 2023
Carrion Worms make their homes in dark, dank forest floors or in caves, typically near ancient ruins as it often means a reliable stream of adventurers to feast upon. They will feed on any creature that they can subdue, shredding it apart with their conical mouths lined with spirals of barbed teeth. Carrion Worms will then coat the bones of their prey with their saliva and plaster these bones to their hides. Carrion Worms sometimes use their saliva to embalm humanoid limbs, which they attach to their bellies and use to scuttle more quickly through their domain.
Carrion Worm | |||||
|---|---|---|---|---|---|
| Monster Level: 14 | |||||
| Huge (Long). Monstrosity | |||||
| STR | DEX | END | AWR | INT | CHA |
| 5 | 3 | 5 | 3 | -1 | 3 |
| Ref: 13 | Fort: 15 | Ant: 13 | Log: 9 | Will: 13 | |
| Armor Rating 14 | |||||
| Hit Points 140 | Vulnerable Divine 2, Radiant 2 | ||||
| Speed 40ft, Climb 40ft | Senses Darkvision 30ft | ||||
| Traits Immutable | |||||
| Features | |||||
| Grasping Hands. The Carrion Worm is immune to the Restrained and Grappled conditions.
Carrion Carapace. If the Carrion Worm takes more than 20 damage in a round it immediately loses 1 AR and creates 2 Crepits in an adjacent unoccupied space. These Crepit obey the Carrion Worm’s mental commands and take their turn immediately after it. This feature may only be used once per round. | |||||
| Actions | |||||
The Carrion Worm can take FOUR of the following actions, or take the same action four times. | |||||
| Move. The Carrion Worm can move up to its speed.
Bite. Reach 10ft Natural Weapon. +5 vs AR. Hit: 8 (1d6+5) sharp. | |||||
OR the Carrion Worm can take TWO of the following actions, or take the same action twice... | |||||
| Move. The Carrion Worm can move up to its speed.
Bite. The Carrion Worm makes a Bite attack. | |||||
...AND take ONE of the following actions. | |||||
| Consume. Reach 5ft Natural Weapon. +5 vs REF. Hit: 9 (1d8+5) sharp and the target moves to occupy the same space as the Carrion Worm, becoming Restrained (escape DC 15). At start of each of a Restrained creature’s turns, the Carrion Worm may make a special attack: +5 vs FORT. Hit: 13 (2d12) corrosive. The Carrion Worm cannot Restrain more than 3 creatures at a time using this feature.
Shed Carapace (1/Round). The Carrion Worm loses 20 HP and 1 AR to spawn 4 (1d4+2) Crepits in an adjacent unoccupied space. These Crepits obey the Carrion Worm’s mental commands and take their turn immediately after it in Initiative. | |||||
Features
Grasping Hands. The Carrion Worm is immune to the Restrained and Grappled conditions.
Carrion Carapace. If the Carrion Worm takes more than 20 damage in a round it immediately loses 1 AR and creates 2 Crepits in an adjacent unoccupied space. These Crepit obey the Carrion Worm’s mental commands and take their turn immediately after it. This feature may only be used once per round.
Actions
The Carrion Worm can take FOUR of the following actions, or take the same action four times.
Move. The Carrion Worm can move up to its speed.
Bite. Reach 10ft Natural Weapon. +5 vs AR. Hit: 8 (1d6+5) sharp.
OR the Carrion Worm can take TWO of the following actions, or take the same action twice...
Move. The Carrion Worm can move up to its speed.
Bite. The Carrion Worm makes a Bite attack.
...AND take ONE of the following actions.
Consume. Reach 5ft Natural Weapon. +5 vs REF. Hit: 9 (1d8+5) sharp and the target moves to occupy the same space as the Carrion Worm, becoming Restrained (escape DC 15). At start of each of a Restrained creature’s turns, the Carrion Worm may make a special attack: +5 vs FORT. Hit: 13 (2d12) corrosive. The Carrion Worm cannot Restrain more than 3 creatures at a time using this feature.
Shed Carapace (1/Round). The Carrion Worm loses 20 HP and 1 AR to spawn 4 (1d4+2) Crepits in an adjacent unoccupied space. These Crepits obey the Carrion Worm’s mental commands and take their turn immediately after it in Initiative.