Great Tentacle Worm (5e Creature)

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Great Tentacle Worm[edit]

Large monstrosity, chaotic neutral


Armor Class 14 (natural armor)
Hit Points 60 (8d10 + 16)
Speed 40 ft., burrow 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 14 (+2) 1 (-5) 9 (-1) 2 (-4)

Skills Perception +2
Proficiency Bonus +3
Damage Vulnerabilities lightning
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities cold, poison, psychic
Condition Immunities charmed, poisoned
Senses tremorsense 30 ft., passive Perception 12
Languages
Challenge 5 (1,800 XP)


Psychic Gaze. Any creature that meets the worm's gaze must make a DC 14 Charisma Saving Throw or be Incapacitated by the worm, the creature can repeat the saving throw at the beginning of each of its turns, ending the effect on itself on a successful save. This feature is treated as though it was a concentration spell, and if the creatures gaze breaks or it affects another creature with this feature, the effect ends.

Stalking Prey. This creature begins combat by burrowing into the ground/sea and attacking with its tentacles first, each tentacle has its own inititive, their stats, weaknesses etc Are the same as the worms. Each one has 30 HP, and the following features/attacks "Grab" "Crushing Grapple" "Tentacle Smack" Tentacle Smack: Melee Weapon Attack: +4 to hit, Reach 10ft, one target, Hit: 10 (1d10 + 4) bludgeoning Damage


After the tentacles are all killed, the Worm will emerge from the ground and begin fighting

ACTIONS

Multiattack The worm makes three attacks: one with its bite and two with its tentacles.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.

Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). The worm has two tentacles, each of which can grapple one target.


A worm with a hunger for flesh and lethal cunning.

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