Biweekly Monster-Mind Worm

Edits per Abelhawk’s feedback in the comments below.

Mind Worm
Tiny aberration, unaligned
Armor Class: 8
Hit Points: 6 (4d4-4)
Speed: 0 ft. fly 25 ft. (hover)

4 (-3) 6 (-2) 8 (-1) 12 (+1) 17 (+3) 12 (+1)

Saving Throws: Wis +5, Cha +3
Damage Resistances: cold, fire, force, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from magical attacks.
Damage Immunities: acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks.
Condition Immunities: exhuastion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft., passive Perception 13
Languages: understands all, but does not speak
Challenge: 1/2 (100 XP)

Incorporeal Movement. The mind worm can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. 

Invisible. The mind worm is naturally invisible, even when attacking.

Mind Rend.
A single creature within 60 feet of the worm must succeed on a DC 13 Wisdom saving throw or take 6 (1d6 +3) psychic damage.
Mind Wrap (Recharge 5-6). One creature with which the mind worm shares a space must succeed on a DC 13 Wisdom saving throw or have its mind entered by the mind worm. On its turn, the creature takes movement and one action as dictated by the mind worm, but takes no bonus actions or reactions. Also on its turn, the creature may either make a DC 13 Intelligence check to deal 2 (1d4) psychic damage to the mind worm or a DC 13 Wisdom saving throw to eject it from its mind into its space.

The mind worm can still use mind rend while in a creature’s mind.

When the mind worm is in a creatures mind, it cannot be targeted except by that creature’s Intelligence check. It does take all psychic damage taken by the creature, however.

The mind wrap lasts until the creature drops to 0 hit points, the mind worm ends it as a bonus action, the creature succeeds on a Wisdom saving throw, or the mind worm drops to 0 hit points. The target is immune to any mind worm’s Mind Wrap for 1 hour after the mind wrap ends, regardless of the cause.

I am getting very close to releasing a new module: Sentient Skies. It’s an aliens invade your fantasy world story with a lot of content of all kinds. If you like things like today’s monster, keep an eye out for it.

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3 Responses to Biweekly Monster-Mind Worm

  1. Abelhawk says:

    Why a Wisdom check instead of an Intelligence check? Also, “without proficiency” is redundant, since you can’t be proficient in straight attribute checks, only skills and saving throws.
    Overall, the worm is a bit hard to fathom… Why is Mind Rend a ranged attack? Does it fire a ball of psychic force that can miss or bounce off of armor?
    I like that it shares psychic damage when Mind Wrapping. That’s a cool mechanic.
    Also, can the mind worm exit a creature’s mind as an action? What happens if the creature dies? Creatures like ghosts that can possess creatures and do similar things usually stipulate those types of things.

    • jameseck says:

      All good points. I also failed to include the second either option for the possessed character, a wisdom saving throw to eject the worm. I’m going to make the following changes:
      Intelligence check to do damage (remove without proficiency), Wisdom saving throw to eject.
      Mind Rend call for a saving throw (when I was originally writing it, I almost defined a a kind of mental AC using the wisdom modifier, but decided that was too far, I just didn’t want to be rolling saving throws, but I guess it’s a roll either way).
      Specify departure, as in the ghost Possession.


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