Oculus Worm

Gargantuan monstrosity, unaligned

Armor Class 19 (natural armor)
Hit Points 217 (15d20 + 60)
Speed 20 ft., burrow 60 ft.

STR DEX CON INT WIS CHA
26 (+8) 6 (-2) 20 (+5) 3 (-4) 26 (+8) 10 (+0)

Saving Throws Str +13, Con +10, Wis +13
Skills Perception +18
Damage Resistances all (see Vulnerable Eyes)
Senses truesight 120 ft., passive Perception 28
Languages
Challenge 13 (10,000 XP)

SPECIAL TRAITS

  • Soulburn Gaze. When a creature that can see the oculus worm starts its turn within 30 feet of it and the oculus worm isn’t incapacitated and can see the creature, the oculus worm can force it to succeed on a DC 18 Constitution saving throw or take 27 (5d10) psychic damage. If the saving throw fails by 5 or more, instead the creature takes psychic damage equal to half its hit point maximum, and its hit point maximum is reduced by an amount equal to the damage taken. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the oculus worm until the start of its next turn. If the creature looks at the oculus worm in the meantime, it must immediately attempt the saving throw.
  • Twin Heads. The oculus worm has a head at both ends of its body. While the oculus worm is burrowed, it often has both heads above ground, each of which occupies one 10-foot-by-10-foot space. These heads must be within 20 feet of each other. The oculus worm can use either head as the point of origin for its abilities, and when it moves, it expends movement for only one of the heads-the other automatically moves the same distance in the same direction as it is pulled along. While above ground, the oculus worm is a Gargantuan creature, as normal.
  • Vulnerable Eyes. Attacks against the oculus worm that exceed its AC by 5 or more (a result of 24 or better) ignore its damage resistances. Critical hits against the oculus worm deal maximum damage.

ACTIONS

  • Multiattack. The oculus worm makes one Bite attack and two Mesmerizing Beam attacks.
  • Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 35 (6d8 + 8) piercing damage, and if the target is a Large or smaller creature, it is grappled (escape DC 18). While grappled in this way, the target is restrained. If the oculus worm hits a creature already grappled by it, the creature is swallowed. A swallowed creature’s speed is 0, it has total cover against attacks and other effects outside the oculus worm, and it takes 35 (10d6) acid damage at the start of each of the oculus worm’s turns. The oculus worm has eyes in its stomach, subjecting swallowed creatures to its Soulburn Gaze ability. If the oculus worm takes 30 damage or more on a single turn from a creature inside it, the oculus worm must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the oculus worm. If the oculus worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
  • Mesmerizing Beam. Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 27 (6d8) radiant damage and the target must succeed on a DC 18 Wisdom saving throw or be compelled to use its reaction to move up to its speed toward the nearest unoccupied space within 5 feet of the oculus worm.
Section 15: Copyright Notice

Total Party Kill Handbook - Volume 2 2019 © 2CGaming, LLC. Author Steven Gordon

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