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<title>Murmuring Worm</title>
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<body>
<h1>Murmuring Worm</h1>
<p><em>Huge</em> <em>Aberration</em></p>
<ul>
<li><strong>Armor Class:</strong> 16</li>
<li><strong>Hit Points:</strong> 195 (17d12+85)</li>
<li><strong>Speed:</strong> walk 40 ft. burrow 20 ft. climb 40 ft. swim 40 ft.</li>
<li><strong>Challenge Rating:</strong> 12 (8,400 XP)</li>
<li><strong>Source:</strong> A5e Monstrous Menagerie, page 245</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>20 (+5)</td>
<td>12 (+1)</td>
<td>20 (+5)</td>
<td>8 (-1)</td>
<td>14 (+2)</td>
<td>18 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> psychic</li>
<li><strong>Condition Immunities:</strong> prone</li>
<li><strong>Senses:</strong> darkvision 60 ft., tremorsense 60 ft., passive Perception 12</li>
<li><strong>Languages:</strong> </li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amphibious:</strong> The worm can breathe air and water.</li>
<li><strong>Locate Mind:</strong> The worm is aware of the location and relative intelligence of all creatures with Intelligence scores greater than 3 within 500 feet.</li>
<li><strong>Maddening Murmurs:</strong> The worm babbles constantly. A non-aberrant creature that starts its turn within 30 feet and can hear its murmurs makes a DC 14 Intelligence saving throw. On a failure, the creature takes 10 (3d6) psychic damage and is confused until the start of its next turn.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The worm constricts once and attacks once with its bite.</li>
<li><strong>Constrict:</strong> Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) bludgeoning damage. The target is grappled (escape DC 17) and restrained while grappled.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) piercing damage. If the target is killed by this attack the worm eats its head.</li>
</ul>
<h3>Bonus Actions</h3>
<ul>
<li><strong>Mental Summons:</strong> One creature with an Intelligence score greater than 3 within 120 feet makes a DC 16 Wisdom saving throw. On a failure, it uses its reaction to move up to its Speed towards the worm by the shortest route possible, avoiding hazards but not opportunity attacks. This is a magical charm effect.</li>
</ul>
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