Psyche Worm (5e Creature)
Psyche Worm
Large aberration, neutral evil Armor Class 17 (natural armor)
Saving Throws Wis +6, Cha +8 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 Magic Resistance. The psyche worm has advantage on saving throws against spells and other magical effects. ACTIONSMultiattack. 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. 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. Aberrant Nature. A psyche worm doesn't require sleep. |
Back to Main Page → 5e Homebrew → 5e Creatures