When the worm takes 16 or more damage from a single attack, it lets out an ultrasonic noise. DC 12 WIL save or become Dazed.
Any creature that shields its thoughts is Invisible to the worm.
- •Bite.
Move 4, 3d6+10.
- •Plated Tentacles (2x).
Reach 2, 1d6+4. On Crit: Grappled.
- •Alter Prey (1 use).
The worm causes an awful thrum to emanate from its body. One creature it can sense suffers one of the following effects (Action: DC 12 WIL save to end the effect):
1. Forgotten Training. Lose the use of one random class feature.
2. Lost Potential. Reduce an ability score by 2.
3. Heavy is the Head. The creature is Slowed.
4. United at Last. The creature is Charmed. The creature can only attempt to save when it takes damage.
At 62 HP, Alter Prey recharges.
The worm is dying! 40 more damage and it dies. Until then, it can move 6 spaces each turn, and it gains Heavy armor.
Inspired by the Fate Eater and the Sathaq Worm from Tome of Beasts 1 by Kobold Press.