Murmuring Worm

Huge Aberration

Armor Class 16

Hit Points 195 (17d12+85)

Speed swim +40, walk +40, climb +40, burrow +20

Challenge 12

STR
20
+5
DEX
12
+1
CON
20
+5
INT
8
-1
WIS
14
+2
CHA
18
+4

Damage Immunities psychic

Condition Immunities prone

Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12

Special Abilities

Amphibious. The worm can breathe air and water.

Locate Mind. The worm is aware of the location and relative intelligence of all creatures with Intelligence scores greater than 3 within 500 feet.

Maddening Murmurs. The worm babbles constantly. A non-aberrant creature that starts its turn within 30 feet and can hear its murmurs makes a DC 14 Intelligence saving throw. On a failure, the creature takes 10 (3d6) psychic damage and is confused until the start of its next turn.

Actions

Multiattack. The worm constricts once and attacks once with its bite.

Constrict. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) bludgeoning damage. The target is grappled (escape DC 17) and restrained while grappled.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) piercing damage. If the target is killed by this attack the worm eats its head.

Bonus Actions

Mental Summons. One creature with an Intelligence score greater than 3 within 120 feet makes a DC 16 Wisdom saving throw. On a failure, it uses its reaction to move up to its Speed towards the worm by the shortest route possible, avoiding hazards but not opportunity attacks. This is a magical charm effect.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open