Argorian Wormkin
Tiny construct, neutral
Armor Class 14 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 20 ft., climb 20 ft., swim 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|
4 (−3) | 16 (+3) | 12 (+1) | 2 (−4) | 10 (+0) | 1 (−5) |
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Poisoned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
Languages —
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Special Traits
Cannot Be Killed. If an Argorian wormkin is damaged but not destroyed, it will fully recover from its injuries in an hour, regardless of the form of damage it took.
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) slashing damage. Plus poison – DC 11 Con save or be poisoned for 1d8 rounds, during which time violent retching reduces their speed to half (round up to the nearest 10 ft., minimum speed 5 ft.). If a target is poisoned multiple times by wormkin venom, they become incapacitated with nausea while within the duration of two or more doses of poison.
Reactions
Division. When a wormkin is subjected to hit points of damage, it splits into two wormkin if it has at least 2 hit points. Each wormkin has hit points equal to half the original wormkin's, rounded down. These wormkins rejoin into a single wormkin with full hit points an hour later (see
Cannot Be Killed).