Bloodsucking Wyrm

Medium monstrosity, unaligned

Armor Class 16 (natural armor)
Hit Points 51 (6d8+24)
Speed 15 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 2 (-4) 10 (0) 5 (-3)

Skills Perception +4, Stealth +4
Damage Vulnerabilities fire
Damage Immunities acid
Senses blindsight 60 ft., passive Perception 14
Languages
Challenge 4 (1,100 XP)

SPECIAL TRAITS

  • Acidic Bite. If a bloodsucking wyrm misses on an attack, but would strike an Armor Class of 10, it latches on to an otherwise armored or clothed part of a character and begins to secrete acid, which dissolves the armor or cloth. On the next round, the wyrm breaks through and begins to deal bloodsucking damage to the character. In addition, the armor’s AC value is thereafter reduced by 1 point, unless repaired by a blacksmith, leatherworker, or other armor smith. AC reduction is cumulative with multiple attacks by several wyrms. Armor whose AC is reduced to 10 is useless and irreparable.
  • Thrashing Instinct. Victims grappled by a bloodsucking wyrm are at disadvantage to attack the creature (but not to attempt an escape DC), as it instinctively targets hard-to-reach areas and constantly thrashes about.

ACTIONS

  • Bloodsucking Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 11 (2d6+4) piercing damage, plus 2 (1d4) acid damage. If the bite strikes successfully, the victim is grappled thereafter until the bloodsucking wyrm dies (escape DC 16 Strength (Athletics) only; success deals 3 (1d6) slashing damage and 3 (1d6) acid damage as the creature is ripped off.) and the wyrm deals an additional 3 (1d6) damage of blood drain every round.
  • Tail Swipe. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 8 (1d8+4) bludgeoning damage. This attack is a defense mechanism; the wyrm may only use the tail attack while feeding upon a victim, and it may not attack the victim upon whom it is feeding.

ABOUT

The larger cousin of the blood worm, bloodsucking wyrms are medium-sized, snake-like wyrms generated from the filth, corruption, and blood of evil dragons. As the corruption and filth of these dragons’ bodily secretions falls upon mud and muck, the wyrms spawn from the mystical corruption generated.

Once a single one is born, it quickly propagates, spreading over swamps and morass until it becomes a small army of deadly parasites. These wyrms lie in wait within swamps and muck, mindlessly waiting and driven by instinct to feed whenever the opportunity arises. They are long and thick, and they can grow from several feet up to 12 feet long or more—easily the size of a python. They are black, squamous, scaly creatures, reptilian in nature, and possessed of a leechlike mouth lined with thousands of tiny teeth. They look a bit like a cross between a black python and a lamprey.

Mindless Parasites. Bloodsucking wyrms are instinct-driven parasites, largely mindless and waiting for victims to pass by. As soon as a potential meal passes within range, the parasite lashes out, latching on with impossible strength and draining the victim of blood. They can secrete an acid from their mouth, which eats through armor, clothing, and other forms of protection, damaging the armor or attire in the process of attacking.

Metabolic Reproduction. Bloodsucking wyrms reproduce from the act of feeding. The more they feed, the more larvae they produce. A single victim drained to death is enough to produce several dozen larvae; as such, these creatures can grow to plague-levels very quickly. Larvae mature within 1d4 weeks to full size, though as many as 50% of the larvae may be consumed and re-absorbed by the parents to sustain their ongoing metabolism. Larvae consumed in this manner do not result in additional spawn.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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