Worms, Worms, Worms

by Thezambie

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Monsters of Demmaruv

Worms

Cousins of the Purple Worms, here are a few Worm subspecies native to Demmaruv!

Coastal Worms

The Coastal Worms while less deadly than their cousins move extremely quickly in the water and have a poisonous ink cloud ability they use to run away when they feel threatened. they typically feed on small fish and forest life, dwelling in reefs, and along most coastlines.


Coastal Worm

Medium Beast, Unaligned


  • Armor Class 14
  • Hit Points 44
  • Speed 25 ft., 45 ft. Burrow, 60 ft. Swim

STR DEX CON INT WIS CHA
9 (-1) 19 (+4) 12 (+1) 7 (-2) 12 (+1) 5 (-3)

  • Saving Throws Dexterity
  • Skills Perception
  • Damage Resistances Poison
  • Condition Immunities Prone, Poisoned
  • Senses Tremor Sense 45 ft.
  • Challenge 2 (+2 proficiency) 700 XP

Actions

Multiattack. The Coastal Worm makes Two Bite attacks

Bite. Melee: +6 to hit, 5 ft., one target. Hit: 1d6 + 4 Piercing, and 1d4 Poison

Ink Cloud. As a Bonus Action a Coastal Worm can create a 20 ft. diameter sphere of obscured vision by expelling ink, when a creature enters the ink or starts their turn inside of it they must make a DC 14 Con save or take 2d4 poison damage. Recharge (6)

A 14 Nature, Medicine, or Arcana tells you, The Ink sacks of Coastal Worms (while extremely poisonous) are coveted by many Wizards as they each hold 1d4 spell levels worth of magical ink, meaning they are worth anywhere from 150gp - 600gp per pouch.

Death Worms

The Death Worm is a vicious ambush predator, found in desert and other hot dry environments, that uses the sounds of rattles to lead victims into their "traps". Death Worms typically live in small groups of 4-5, but if food is plentiful enough they are known to create huge colonies that can eventually make entire towns uninhabitable.


Death Worm

Medium Beast, Unaligned


  • Armor Class 16
  • Hit Points 68
  • Speed 30 ft., 50 ft. Burrow

STR DEX CON INT WIS CHA
11 (0) 18 (+4) 14 (+2) 6 (-3) 13 (+2) 7 (-2)

  • Saving Throws Dexterity, Constitution
  • Skills Perception, Intimidation
  • Damage Vulnerabilities Cold
  • Damage Resistances Fire, Thunder
  • Damage Immunities Necrotic
  • Condition Immunities Prone
  • Senses Tremor Sense 60 ft.
  • Challenge 4 (+2 Proficiency Bonus) 1,100 XP

Actions

Multiattack. The Death Worm makes Three Bite attacks

Bite. Melee: +6 to hit, 5 ft., one target. Hit: 1d6 + 4 Piercing, and 1d6 Necrotic

Tar Spit. As an action a Death Worm can spit a necrotic tar like substance in a 15 ft. line, any creature in the line must make a DC 18 Dex save or take 3d8 Necrotic damage, half as much on a successful save. Recharge (6)

Rattle. As a bonus action a Death Worm can rattle its tail and make any creature that can hear the creature within 20 ft. to make a DC 15 Wis save or become frightened for 1 min. Recharge (5,6)

The chitin of Death Worms is prized for its ability to let you sense the world around you, Visit Page ___ for more details on Master Worked Equipment.

Land Worms

These beasts are known for killing herds of small livestock, and to be a bane for those transporting goods

nearly anywhere on land. They travel in "groups" of 1-2, keeping distance from each other but within their wide scope of tremor sense. Be weary if you only notice one, another could always be tunneling towards your demise!



Land Worm

Large Beast, unaligned


  • Armor Class AC 13
  • Hit Points 112
  • Speed 40 ft., 60 ft. Burrow

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 8 (-1) 9 (-1) 7 (-2)

  • Saving Throws Strength, Constitution
  • Skills Athletics
  • Damage Resistances Poison, Acid
  • Damage Immunities Force
  • Condition Immunities Prone
  • Senses Tremor Sense 120 ft.
  • Challenge 6 (+3 Proficiency bonus) 2,300 XP

Actions

Multiattack. The Land Wurm makes Two Bite attacks or one Constrict attack

Bite. Melee: +7 to hit, 10 ft., one target. Hit 3d6 + 4 Piercing

Constrict. Melee +7 to hit, 5 ft., one target. Hit The target must make a DC 16 Str save or become restrained and take 2d4 Bludgeoning

Swallow. As an action a Land Worm can swallow a medium or smaller creature it has already restrained. A swallowed creature is considered restrained, and blinded, additionally at the beginning of a swallowed characters turn they take 2d6 Acid

with a DC 15 Nature, or History, you know that for many years people who have taken down the Worms have used their teeth as deadly arrow heads, you can find up to 3d8 usable teeth per Worm. Visit Page ___ for more details on Master Worked Equipment.

 

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