Eyeworm

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Beholderkin: Eyeworm

"I LIKE TO THINK SOME ARROGANT BEHOLDER WAS floating out there in the underdark, thinking about how great it was, when it came upon a Purple Worm. Maybe then it started to question its greatness, or maybe it decided it could be a better worm than even the greatest one. I don't know. But now we have these things to deal with."

-- Elminster Aumur, Sage of Shadowdale

A nightmarish child of a beholder's dreams and a purple worm's anatomy, the eyeworm flies above ground and tunnels beneath it, bringing destruction wherever it travels. It is the ultimate abomination of flesh, eyes, and teeth. Its body possesses the armored plates of the worm, and its tail and teeth make it a demigod to the denizens of hunger and darkness just like the purple worm, but it reaches true monstrosity where eyes emerge unnaturally along those plates and a brain swells with awareness within its skull.

Art Credit: WotC

Aberrant Pariah. While beholders and death tyrants float at the pinnacle of aberrant intelligence and megalomania, no beholderkin wreaks destruction like the eyeworm. A child of unnatural imagination, the eyeworm finds itself intelligent enough to know that it pales in comparison to the intellect of the beholder, yet it also possesses monstrous desires to feed, consume, and destroy. It's in this dichotomy that the eyeworm questions its budding intelligence and its existence. Caught between these competing natures, the eyeworm devolves to its base monstrosity and lashes out against its environment. It destroys and destroys and destroys, and for that reason alone, it can be much more destructive than any beholderkin.

Earth and Sky. Unlike beholders, eyeworms possess a primal instinct to move. While they are typically spawned in the Underdark, they they are constantly in motion and often reach the surface, where they can borrow through rock or fly through the sky. Once freed of the Underdark and their kin below, eyeworms make their ways to mountains, where they can freely move from rock to sky without noticeable interruption, eating anything that stands in their paths--including the clouds. They leave behind caves and tunnels that are coveted by mountain-dwelling creatures like harpies and wyverns, and cults to their destructive power have been found in the highest and most remote places.

Beholderkin: Eyeworm


Eyeworm

Huge aberration, chaotic evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 275 (22d12 + 132)
  • Speed 50 ft., burrow 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
28 (+9) 7 (-2) 22 (+6) 12 (+1) 15 (+2) 15 (+2)

  • Saving Throws Con +11, Wis +7, Cha +7
  • Skills Perception +12
  • Senses Blindsight 30 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 22
  • Languages Deep Speech, Undercommon
  • Challenge 16 (15,000 XP)

Antimagic Cone. The eyeworm's central eye creates an area of antimagic, as in the antimagic field spell, in a 100-foot cone. At the start of each of its turns, the eyeworm decides which way the cone faces and whether the cone is active. The area works against the eyeworm's own eye rays.

Siege Monster. The eyeworm deals double damage to objects and structures.

Tunneler. The eyeworm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multiattack. The eyeworm makes three attacks: one with its bite, one with its stinger, and one with its eye rays.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the eyeworm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the eyeworm, and it takes 21 (6d6) acid damage at the start of each of the eyeworm's turns.

If the eyeworm takes 30 damage or more on a single turn from a creature inside it, the eyeworm must succeed on a DC 19 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the eyeworm. If the eyeworm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Tail Stinger. Melee Weapon Attack: +14 to hit, reach 15 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Eye Rays. The eyeworm shoots one of the following magical eye rays at random, choosing one target it can see within 100 feet of it:

1. Paralyzing Ray. The targeted creature must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

2. Fear Ray. The targeted creature must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Slowing Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

4. Telekinetic Ray. If the target is a creature, it must succeed on a DC 15 Strength saving throw or the eyeworm moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the eyworms’s next turn or until the eyeworm is incapacitated.

If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The eyeworm can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

5. Sleep Ray. The targeted creature must succeed on a DC 15 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

6. Petrification Ray. The targeted creature must make a DC 15 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

Legendary Actions

The eyeworm can take 3 legendary actions, using the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The eyeworm regains spent legendary actions at the start of its turn.

Eye Ray. The eyeworm uses one random eye ray, choosing one target it can see within 100 feet of it.

Move. The eyeworm moves up to its speed without provoking opportunity attacks.

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Beholderkin: Eyeworm
 

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