Blood Worm

Tiny beast, unaligned

Armor Class 12 (natural armor)
Hit Points 1 (1d2)
Speed 1 ft.

3 (-4) 3 (-4) 10 (0) 7 (-2) 10 (0) 7 (-2)

Damage Vulnerabilities fire
Senses passive Perception 10
Challenge 0 (10 XP if a victim overcomes infestation; 0 XP otherwise)

Special Traits

  • Infestation. The bite of a blood worm carries with it thousands of tiny larvae. These spill into the victim’s blood stream and within a few short rounds infect the whole body. The larvae attach onto the inner walls of veins and begin to chew their way through the flesh. Unless the victim succeeds at a DC 12 Constitution save, the larvae will begin breaking through the walls of veins in 1d4 days. When this happens the victim begins bleeding internally, suffering 1d12 points of damage in the first 24 hours after the breakthrough. Within 48 hours the victim begins bleeding from their eyes, mouth, nose and any tears or cuts on their body. Thereafter, the victim takes a further 1d12 points of damage each day as the victim begins internal hemorrhaging. A new save is allowed at the end of each long rest, ending the infection on a success. A cure disease spell, heal or any means of neutralizing poison will destroy the larvae and end the infection. Also, raising the victim’s temperature to over 100 degrees for 1-4 hours kills the larvae and sweats them out. Dropping the victim in heated water, hot springs, etc usually achieves the desired result


  • Bite. Melee Weapon Attack. +2 to hit, one target, reach 5 ft. Hit: 1 piercing damage, plus infestation. Once latched on, the blood worm automatically deals an additional point of necrotic damage each round as it drains the victim’s blood. After 8 (3d4) rounds it will drop off, engorged.


Blood worms are small snake like worms, averaging 12-18 inches long and about 2 inches in diameter. They are white, segmented worms with a small aperture at one end for a mouth, lined with thousands of tiny teeth.

Cursed Fey Spawn. These are creatures born of the blood of evil fey. The poisoned blood of fallen faeries must spill into rich, vibrant soil in order for the worm to spawn. Once it does, so the worms propagate quickly, spreading over vast fields where they mature into large foot long worms. They are not able to move quickly or far so they generally take up residence where they spawn. They are mindless creatures, always hungry, unaffected by temperature or weather of any kind.

Blood worms are highly susceptible to fire and shy away from it, but they will strike as soon as the danger passes.

Infesters oF Blood. Blood worms lie in wait for victims to come to them. When any living creature moves within striking distance of a worm, roughly a foot, the worm strikes out attempting to bite the creature and latch on. Worms will continue to attack a victim no matter how many other worms have latched on. Frequently creatures who stumble into blood worm fields are attacked and after a few rounds stumble and fall exposing even more of their body to more worms. Also, these worms are not able to bite through armor of any kind, but will latch onto leather armor, shields, equipment, or anything else they strike. After one round they fall off to strike again. They can bite through clothing.

Section 15: Copyright Notice

Shades of Mist, Copyright 2018, Troll Lord Games, Author Stephen Chenault.

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