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Avatar of The Worm That Walks _ GM Binder

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Published by goroiamanuci, 2023-04-23 09:25:55

Avatar of The Worm That Walks _ GM Binder

Avatar of The Worm That Walks _ GM Binder

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Lesser Avatar of The Worm That Walks Medium Undead, Evil Armor Class 17 Hit Points 183 Speed 50ft, 50ft climb STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 18 (+4) 16 (+3) 12 (+1) 18 (+4) Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained Damage Immunities necrotic, poison Damager resistances bludgeoning, piercing, and slashing damage from nonmagical weapons Senses blindsight 120ft, darkvision 240 ft Languages all Challenge Senses passive perception 17 Regeneration The avatar regenerates 10 hit points at the start of it's turn unless it has taken radiant damage since it's last turn. The avatar comes back to life when this happens unless it doesn't regenerate. Worm walk The avatar isn't affected by anything that reduces it's movement speed and can move through a space of at least one inch wide. Actions Slam. Melee Attack: +8 to hit, reach 10 ft., one target. Hit 14 (2d8 + 5) and the target must make a DC 15 constitution save or or be afflicted with a helminth infestation (parasitic worms). An afflicted creature can’t regain hit points and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the affliction reduces the target’s hit point maximum to 0, the victim dies. The affliction lasts until removed by any magic that cures disease. Engulf. Melee Attack: The target must make a DC 15 strength save or be grappled and take 5d6 necrotic damage. A grappled creature may escape the grapple as normal and is restrained while it is grappled. When the avatar begins its turn with a creature grappled it can use a bonus action to deal 5d6 necrotic damage.


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