Psyche Worm (5e Creature)

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Psyche Worm[edit]

Large aberration, neutral evil


Armor Class 17 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 30 ft., burrow 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 19 (+4) 15 (+2) 15 (+2) 18 (+4)

Saving Throws Wis +6, Cha +8
Skills Arcana +6, Deception +12, Perception +6, Stealth +6
Proficiency Bonus +4
Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 16
Languages Common, Deep Speech, Undercommon, telepathy 60 ft.
Challenge 11 (7,200 XP)


Innate Spellcasting (Psionics). The psyche worm's innate spellcasting ability is Charisma (spell save DC 16). The psyche worm can innately cast the following spells, requiring no material components:

At will: darkness, detect thoughts
3/day each: charm person, fly, sleep
1/day: invisibility

Magic Resistance. The psyche worm has advantage on saving throws against spells and other magical effects.

ACTIONS

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

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage, plus 10 (3d6) psychic damage.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 10 (3d6) psychic damage.

Writhing Mind (Recharge 5-6). The psyche worm magically emits psionic energy in a 60-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw, taking 35 (10d6) psychic damage on a failed save, or half as much damage on a successful one. After using this action, the psyche worm can magically teleport, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space that it can see.


Psyche worms are dangerous psychic horrors that lurk underground. A psyche worm has six stubby legs, a pair of arms ending in hooked claws and a disturbingly humanoid face with a mouth filled with needle-like teeth. Its body is segmented, like that of an earthworm, though its purple or red-brown skin is far tougher than any worm's.
Psyche worms are seldom found alone, thanks to their ability to produce viable offspring even without a partner. In this way, if a group of psyche worms is exterminated and even one escapes, the worms will return in force after a few years.

Psionic Predator. A psyche worm hunts by using its telepathy to hone in on the thoughts of nearby creatures. Once it has detected prey, it moves in for the kill, rending it asunder with its claws. A psyche worm feeds primarily on meat, though it also consumes the thoughts of its prey with every strike from its claws and jaws.
Psyche worms are intelligent enough to avoid attacking well-equipped adventurers, preferring wild game or livestock, though the worm quickly tires of their simple thoughts and will eventually attack more intelligent creatures, seeking to add more sophistication to its palate by feeding on the thoughts of more advanced minds. A psyche worm can live its entire life feeding solely on the thoughts of dumb beasts, though it finds their thoughts bland and unfulfilling.

Aberrant Nature. A psyche worm doesn't require sleep.

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