Carrion Worm

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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 Vulnerable Divine 2, Radiant 2
Hit Points 140 Senses Darkvision 30 ft
Speed 40 ft, Climb 40 ft 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 10 ft 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. Reach 10 ft Natural Weapon. +5 vs AR. Hit: 8 (1d6+5) sharp.

...AND take ONE of the following actions.

Consume. Reach 5 ft 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.