Vermedulla (5e Creature)

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Vermedulla[edit]

Small monstrosity (wormbrain), neutral


Armor Class 14 (natural armor)
Hit Points 55 (10d6 + 20)
Speed 30 ft., climb 20 ft.


STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 14 (+2) 23 (+6) 16 (+3)

Saving Throws Cha +6
Damage Resistances psychic
Condition Immunities charmed, frightened
Senses darkvision 30 ft., passive Perception 16
Languages Wormbrain
Challenge 8 (3,900 XP)


Host Augmentation. When a creature charmed by the vermedulla's Wormspores completes a long rest, the vermedulla may choose to convert its body into a specialized bioform. When she does so, the host regains no hit points and instead gains one of the following abilities, of which it can only have one at a time:

Spitter.  As an action, the host can spray acid at one creature or object it can see within 30 feet; the target must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) acid damage. 
Bloater. As an action or when it drops to 0 hit points, the host explodes; each creature within 20 feet of it must a DC 15 Dexterity saving throw, taking 20 (3d10 + 4) acid damage and becoming poisoned for 1 minute on a failed save, or taking half as much damage and not being poisoned on a success.
Bruiser. The host's Strength and Constitution scores increase by 2, and its maximum for those scores is now 22. The host's speed decreases by 10 feet.
Scuttler. The host's Dexterity score increases by 2, and its maximum for this score is now 22. The host's speed increases by 10 feet, and it gains a climbing speed of 20 feet if it didn't already have one.
Flailer. The host gains an extra action, which it can only use to make the following melee attack:
Gut Slash. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Host Brainworms. The vermedulla gains a +1 bonus to her Intelligence score for each creature with an Intelligence of 6 or higher that she has charmed with her Wormspores. Additionally, the vermedulla has the knowledge, memories, and proficiencies of any creature she has charmed this way; can use their Intelligence, Wisdom, or Charisma scores in place of her own; and can sense through their senses as well as her own.

Inscrutable. The vermedulla is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks made to ascertain the vermedulla's intentions or sincerity have disadvantage.

Wormspores. The vermedulla produces and directs small "spores" which can infect other creatures; these spores can fit through spaces as narrow as 1 inch, have a flying speed of 30 feet, and die if not within 6 miles of the vermedulla. On her turn, the vermedulla can direct these spores to infect any creatures they can touch (no action required); upon doing so, she and the target engage in an Intelligence contest. If the vermedulla wins, the target is charmed; if the target wins, it is immune to the vermedulla's wormspores for 24 hours; on a tie, nothing happens.
While a creature is charmed this way, it has a telepathic link to the vermedulla as long as it is within 6 miles. While conscious, the vermedulla can use this telepathic link to issue commands to the creature, which it does its best to obey, or can use a bonus action to take total and precise control of the target, which takes only the actions the vermedulla chooses, and doesn't do anything that she don't allow the creature to do, until the start of the vermedulla's next turn.
A creature is no longer charmed by the vermedulla if it takes 20 or more poison damage in a single round. While more than 6 miles away or on another plane of existence from the vermedulla, a creature can make a DC 16 Constitution check after completing a Short or Long Rest), ending the effect on itself on a success; the effect can also be ended by greater restoration, heal, or wish.

ACTIONS

Rasp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and loses 10 (3d4 + 3) hit points due to blood loss at the start of each of the vermedulla's turns, and the vermedulla can't use its rasp on another target.
The vermedulla can detach herself by spending 5 feet of her movement, doing so after the target dies.


vermedulla.png
Art by Jonathan Wojcik

While a typical wormbrain is a mindless, symbiotic host controlled by a colony of many parasites, the vermedulla is a single large, independent, highly specialized female brain-fluke capable of controlling multiple host bodies. Vastly intelligent, the vermedulla's brain consists of several thousand mobile "wormspores" through which she may infect and control any number of simultaneous hosts across vast distances, a single spore even allowing her to invade and control the collective mind of another wormbrain monster. Once anchored in a host, the vermedulla's wormspores multiply rapidly throughout the body and may form specialized new organs from their own biomass or reconfigure host tissues on a cellular level. A vermedulla's mind is too obtuse for most creatures to comprehend, but demonstrates an insatiable curiosity for the world around it. It often attempts to replicate experiences from a host body's past, blend with their former associates or even engage in conversation. Vermedulla tend to be egocentric, haughty and very easily bored, a dangerous combination for a creature that can overtake almost as many bodies as it desires.
When two vermedulla meet, they may engage in a "mating dance," writhing their limbs in tandem and inflating their neck wattles before exchanging "male" wormspores. Each will gestate a single daughter in its cranial pod.

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