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Worm That Walks Cultist
AC 36 all-around vision
uncommonAberrationSwarm
Lvl 14AberrationSwarmUncommon
- AC
- 36
- HP
- 200
- Perc
- +25
- Fort
- +23
- Ref
- +28
- Will
- +26
- STR
- +5
- DEX
- +8
- CON
- +5
- INT
- +5
- WIS
- +4
- CHA
- +8
Speed30 ft
Actions
- tendril +29 4d8+14 persistent piercing damage reach 10 ft
- AC
- 36
- HP
- 200
- STR
- +5
- DEX
- +8
- CON
- +5
- INT
- +5
- WIS
- +4
- CHA
- +8
AC 36 all-around vision
Fort +23
Ref +28
Will +26
HP 200
(fast healing 10)
Immunities
disease, paralyzed, poison, precision, swarm mind, unconscious
Discorporate When the worm that walks is reduced to 0 HP, it discorporates and the component worms that make up its body disperse in every direction. If even a single worm escapes, the worm that walks will eventually re-form using a process that typically takes 1d10 days.
While the exact circumstances and surroundings determine how long the worm that walks's foes have to dispatch the fleeing worms before they escape, usually its foes have only a single round.