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Parch Wyrms

In the Dunes of Haran on the continent Aizidus there are beings afflicted with a terrible hunger. Once noble citizens of the Kingdom of Haran they were twisted by the magical fallout of a Godscar from the Celestial Wars. They swim through the sands with their 7ft elongated bodies while dessicated leathery skin and flesh silhouettes their skeletal features. Where their eyes once were only dry hollows remain as if the skin of their eyelids sealed shut their vision. Their mouths bear nothing cept a 5ft long barbed tongue with which to pierce their prey and drain their water. Their insatiable thirst for moisture allows them to detect even the smallest droplet of sweat from miles away. Their curse however binds them to the sands and the small rocky outcroppings within the dunes are sanctuary for flora and fauna alike. Those who live near the dunes know to spill water is to invite death.

Aduir

Parch Wyrms
MEDIUM UNDEAD NEUTRAL

 

Armor Class: 16 (Natural Armor)

Initiative: +4 (14)

Hit Points: 85 (13d8 + 26)

Speed: 40 ft., burrow 40 ft. (sand only)

Challenge: 6 (+4)
    MOD SAVE
STR 18 +4 +4
DEX 18 +4 +8
CON 16 +3 +3
    MOD SAVE
INT 8 -1 -1
WIS 16 +3 +7
CHA 6 -2 -2

Skills: Stealth +8, Perception +7, Survival +7

Resistances: Necrotic, Fire

Immunities: Poison, Blinded, Charmed, Frightened, Poisoned

Senses: Tremorsense 120 ft., Passive Perception 17

Languages: Harani (cannot speak)


Traits

Hunger of the Lost. The Parch Wyrm can sense any source of moisture within 3 miles that hits the sands, including sweat, water skins, damp cloth, or breathing creatures. A creature that loses any amount of water (such as sweating, bleeding, or spilling a drink) triggers a Relentless Pursuit—the Parch Wyrm moves toward the source at full speed, ignoring obstacles like difficult terrain.   Bound to the Sands. The Parch Wyrm cannot move onto solid rock or artificial surfaces. If forced onto such terrain, it takes 10 radiant damage at the start of each of its turns.   Buried Terror. While buried in sand, the Parch Wyrm has advantage on Stealth checks and can use its Sandswim Ambush feature.   Sandswim Ambush. If the Parch Wyrm moves at least 20 feet underground before emerging, it may immediately make two Tongue Strikes as part of the same action.


Actions

Multiattack. The Parch Wyrm makes two attacks: one with Clawed Grasp and one with Tongue Strike.   Clawed Grasp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, and the target is grappled (DC 15). While grappled, the Parch Wyrm can use Drain Essence on its next turn.   Tongue Strike. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) piercing damage. If the target is grappled, they have disadvantage on the saving throw against Drain Essence.   Drain Essence. A grappled creature must make a DC 14 Constitution saving throw or take 24 (6d8) necrotic damage, and the Parch Wyrm regains hit points equal to half the damage dealt. This damage ignores temporary hit points. A creature reduced to 0 HP by this ability is completely desiccated and can only be revived by greater restoration or true resurrection.


Legendary Actions

(1/Turn) Sift Through Sand. The Parch Wyrm burrows 15 feet without provoking opportunity attacks.   (2/Turn) Lurking Dread. The Parch Wyrm emits a low, rattling rasp, forcing all creatures within 30 feet to make a DC 15 Wisdom saving throw or become frightened for 1 minute. The target can repeat the save at the end of each turn.   (2/Turn) Sand Snare. The Parch Wyrm whips its tongue through the sand, creating a sinking trap in a 10-ft radius. Any creature standing on sand in this area must succeed on a DC 14 Strength saving throw or be restrained as the sand pulls them under.


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