Worms (Duel Terminal:Order of the Warlords)

Worms Hierarchy:(Ooze Aberration) 

Common = Lower Class (Low Tier Power)

Gemini = Middle Class (Mid Tier Power)

Fusion = Upper Class (Most Powerful)

Leader:

Classes:

Favors:


 * Worms Commons


 * Worms Geminis


 * Worms Fusions

Data Dump
Worm’s Hierarchy

Leader: Worm Zero

Fusion:Worm Noble,Worm Prince,Worm Queen, Worm King, Worm Victory, Worm Warlord

Gemini:The Wicked Worm Beast,Worm Apocalypse,Worm Barses, Worm Cartaros, Worm Dimikles,Worm Erokin ,Worm Falco,Worm Gulse,Worm Hope,Worm Illidan, Worm Jetelikpse

Common Everyone else

Common Stats Armor Class 10 (natural armor, shield) Hit Points 60 (8d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 14(+3) 10 (-1) 10(+3) 5(-3) 8(-1) 6(-2) Saving Throws dex +5, Cha +0 Skills Athletics +5 Damage Vulnerabilities thunder Damage Resistances cold, fire Damage Immunities poison Condition Immunities blinded, deafened, exhaustion, petrified, poisoned Senses blindsight 30 ft. (blind beyond this radius), tremorsense 5 ft., passive Perception 6 Languages common Challenge 2 (500 XP) Brute. A melee weapon deals one extra die of its damage when the hits with it (included in the attack). ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, plus 4 (1d8) damage.

Worm Linx

Worm Millidith

Worm Xex

Worm Yagan

Worm Tentacles

Worm Rakuyeh

Worm Solid

Worm Ugly Aztekipede, the Worm Warrior

Dungeon Worm

Galaxy Worm

Hack Worm

Medusa Worm

Needle Worm

Scrap Worm

Shield Worm

Warm Worm

Worm Opera

Worm Drake

Gemini’s

Armor Class 7 (Natural armor) HP 70 Speed 30 ft. STR DEX CON INT WIS CHA 13(+1) 14(+4) 13(+1) 10(+2) 10(+2) 10(+2) Saving Throws Dex +3 Skills Perception +6 Senses Darkvision 60 ft. Passive Perception 7

Ambusher. The Worm has advantage on attack rolls against any creature it has surprised.

Teamwork Tactics. The Worm has advantage on an attack roll against a creature if at least one of the Worm's allies is within 5 feet of the creature and the ally isn't incapacitated.

Night Vision. The Worm has advantage on attack rolls against a creature if both the creature and The Worm is in total darkness. Dim, a fire spell/attack, night vision, or bright light, prevents this advantage.

Languages common

Challenge 5 (1500 XP)

ACTIONS Multiattack. The Worm Warlord makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 3) bludgeoning damage.

Acid Touch (Recharge 5-6). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) acid damage.

The Wicked Worm Beast

Worm Apocalypse Worm Barses

Worm Cartaros Worm Dimikles

Worm Erokin

Worm Falco

Worm Gulse Worm Hope

Worm Illidan

Worm Jetelikpse

Fusions:

Worm Noble

Armor Class 20 (Natural armor) Hit Points 150 (10d10 + 50) Speed 40 ft.

STR DEX CON INT WIS CHA 10(+1) 14(+4) 12(+1) 10(+2) 13(+2) 14(+2)

Saving Throws Dex +8, STR +8 Skills Perception +4 Senses passive Perception 14 Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, psychic Condition Immunities charmed, frightened, poisoned

Poison Absorption. Whenever the Worm is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt.

Brute. A melee weapon deals one extra die of its damage when Worm Warlord with it.

Brave. Worm Warlord has advantage on saving throws against being frightened.

Berserk. Whenever starts its turn with 40 hit points or fewer, roll a d6. On a 6, goes berserk. On each of its turns while berserk, the Worm attacks the nearest creature it can see. If no creature is near enough to move to and attack, attacks an object, with preference for an object smaller than itself. Once goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Languages all Challenge 10 (5,900 XP)

ACTIONS Multiattack. The Worm makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 3) bludgeoning damage.

Brain Consumption. (Recharge 4-5) Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the Worm. Hit: The target takes 50 (8d12) piercing damage. If this damage reduces the target to 0 hit points, the Worm kills the target by absorbing its brain and gains 20 temporary hit points.

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d10+2) lightning damage, and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If this damage reduces the creature to 0 hit points, it combusts and is reduced to a pile of ash.

Worm Prince Armor Class 20 (Natural armor) Hit Points 150 (10d10 + 50) Speed 40 ft.

STR DEX CON INT WIS CHA 10(+1) 15(+4) 15(+1) 13(+2) 13(+2) 12(+2)

Saving Throws Dex +8, STR +8 Skills Perception +4 Senses passive Perception 14 Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, psychic Condition Immunities charmed, frightened, poisoned

Poison Absorption. Whenever the Worm is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt.

Brute. A melee weapon deals one extra die of its damage when Worm Warlord with it.

Brave. Worm Warlord has advantage on saving throws against being frightened.

Berserk. Whenever starts its turn with 40 hit points or fewer, roll a d6. On a 6, goes berserk. On each of its turns while berserk, the Worm attacks the nearest creature it can see. If no creature is near enough to move to and attack, attacks an object, with preference for an object smaller than itself. Once goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Languages all Challenge 10 (5,900 XP)

ACTIONS Multiattack. The Worm makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 3) bludgeoning damage.

Brain Consumption. (Recharge 4-5) Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the Worm. Hit: The target takes 50 (8d12) piercing damage. If this damage reduces the target to 0 hit points, the Worm kills the target by absorbing its brain and gains 20 temporary hit points.

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d10+2) lightning damage, and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If this damage reduces the creature to 0 hit points, it combusts and is reduced to a pile of ash.

Worm Queen Armor Class 20 (Natural armor) Hit Points 150 (10d10 + 50) Speed 40 ft.

STR DEX CON INT WIS CHA 10(+1) 10(+4) 15(+1) 16(+2) 13(+2) 13(+2)

Saving Throws Dex +8, STR +8 Skills Perception +4 Senses passive Perception 14 Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, psychic Condition Immunities charmed, frightened, poisoned

Poison Absorption. Whenever the Worm is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt.

Brute. A melee weapon deals one extra die of its damage when Worm Warlord with it.

Brave. Worm Warlord has advantage on saving throws against being frightened.

Berserk. Whenever starts its turn with 40 hit points or fewer, roll a d6. On a 6, goes berserk. On each of its turns while berserk, the Worm attacks the nearest creature it can see. If no creature is near enough to move to and attack, attacks an object, with preference for an object smaller than itself. Once goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Languages all Challenge 10 (5,900 XP)

ACTIONS Multiattack. The Worm makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 3) bludgeoning damage.

Brain Consumption. (Recharge 4-5) Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the Worm. Hit: The target takes 50 (8d12) piercing damage. If this damage reduces the target to 0 hit points, the Worm kills the target by absorbing its brain and gains 20 temporary hit points.

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d10+2) lightning damage, and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If this damage reduces the creature to 0 hit points, it combusts and is reduced to a pile of ash.

Worm King

Armor Class 20 (Natural armor) Hit Points 200 (10d10 + 50) Speed 40 ft.

STR DEX CON INT WIS CHA 16(+1) 10(+4) 15(+1) 13(+2) 13(+2) 13(+2)

Saving Throws Dex +8, STR +8 Skills Perception +4 Senses passive Perception 14 Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, psychic Condition Immunities charmed, frightened, poisoned

Poison Absorption. Whenever the Worm is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt.

Brute. A melee weapon deals one extra die of its damage when Worm Warlord with it.

Brave. Worm Warlord has advantage on saving throws against being frightened.

Berserk. Whenever starts its turn with 40 hit points or fewer, roll a d6. On a 6, goes berserk. On each of its turns while berserk, the Worm attacks the nearest creature it can see. If no creature is near enough to move to and attack, attacks an object, with preference for an object smaller than itself. Once goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Languages all Challenge 10 (5,900 XP)

ACTIONS Multiattack. The Worm makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 3) bludgeoning damage.

Brain Consumption. (Recharge 4-5) Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the Worm. Hit: The target takes 50 (8d12) piercing damage. If this damage reduces the target to 0 hit points, the Worm kills the target by absorbing its brain and gains 20 temporary hit points.

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d10+2) lightning damage, and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If this damage reduces the creature to 0 hit points, it combusts and is reduced to a pile of ash.

Worm Victory

Armor Class 20 (Natural armor) Hit Points 150 (10d10 + 50) Speed 40 ft.

STR DEX CON INT WIS CHA 16(+1) 10(+4) 15(+1) 10(+2) 13(+2) 12(+2)

Saving Throws Dex +8, STR +8 Skills Perception +4 Senses passive Perception 14 Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, psychic Condition Immunities charmed, frightened, poisoned

Poison Absorption. Whenever the Worm is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt.

Brute. A melee weapon deals one extra die of its damage when Worm Warlord with it.

Brave. Worm Warlord has advantage on saving throws against being frightened.

Berserk. Whenever starts its turn with 40 hit points or fewer, roll a d6. On a 6, goes berserk. On each of its turns while berserk, the Worm attacks the nearest creature it can see. If no creature is near enough to move to and attack, attacks an object, with preference for an object smaller than itself. Once goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Languages all Challenge 10 (5,900 XP)

ACTIONS Multiattack. The Worm makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 3) bludgeoning damage.

Brain Consumption. (Recharge 4-5) Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the Worm. Hit: The target takes 50 (8d12) piercing damage. If this damage reduces the target to 0 hit points, the Worm kills the target by absorbing its brain and gains 20 temporary hit points.

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d10+2) lightning damage, and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If this damage reduces the creature to 0 hit points, it combusts and is reduced to a pile of ash.

Worm Warlord

Armor Class 20 (Natural armor) Hit Points 150 (10d10 + 50) Speed 40 ft.

STR DEX CON INT WIS CHA 16(+1) 10(+4) 15(+1) 10(+2) 13(+2) 12(+2)

Saving Throws Dex +8, STR +8 Skills Perception +4 Senses passive Perception 14 Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, psychic Condition Immunities charmed, frightened, poisoned

Poison Absorption. Whenever the Worm Warlord is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt.

Brute. A melee weapon deals one extra die of its damage when Worm Warlord with it.

Brave. Worm Warlord has advantage on saving throws against being frightened.

Berserk. Whenever starts its turn with 40 hit points or fewer, roll a d6. On a 6, goes berserk. On each of its turns while berserk, the Worm Warlord attacks the nearest creature it can see. If no creature is near enough to move to and attack, attacks an object, with preference for an object smaller than itself. Once goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Languages all Challenge 10 (5,900 XP)

ACTIONS Multiattack. The Worm Warlord makes two slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 3) bludgeoning damage.

Brain Consumption. (Recharge 4-5) Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the Worm Warlord. Hit: The target takes 50 (8d12) piercing damage. If this damage reduces the target to 0 hit points, the Worm Warlord kills the target by absorbing its brain and gains 20 temporary hit points.

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d10+2) lightning damage, and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If this damage reduces the creature to 0 hit points, it combusts and is reduced to a pile of ash.

Leader: Worm Zero

Armor Class =Host Hit Points 500+Host (8d100+465+Host) Speed Host

STR DEX CON INT WIS CHA 17 (+3) 13 (+1) 30 (+10)30 (+10)24 (+7)19 (+4)

Saving Throws Int +17, Wis +14

Skills Arcana +10, History +10, Intimidation +10, Medicine +10, Nature +5, Perception +10, Persuasion +10, Religion +10, Survival +10, Host

Damage Vulnerabilities psychic

Damage Resistances slashing

Damage Immunities bludgeoning, piercing, poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned

Senses darkvision 120 ft., passive perception 24

Languages All

Challenge 30 (155, 000 XP)

Hive Mind. Worm Zero requires a host to survive for very long. The host must be any medium or smaller dead humanoid with the exception of an Inhuman. Worm Zero cannot inhabit the undead. Because he takes the body of a dead host, he can live for a couple of centuries before being forced to take a new one if he is not fed living flesh every few decades.

Host Abilities. Worm Zero contains all the memories and abilities of his previous host. Whenever it says "host" in statistics, it is replaced with the host's statistics. For instance, Worm Zero 's hit points average at 500+Host. If his host originally had 42 HP, then Ally of Justice Unlimiter would have a total of 542 HP. Additionally, Ally of Justice Unlimiter inherits the traits of his host (apart from immunities, resistances, and vulnerabilities).

ACTIONS

Sway. On his turn, Ally of Justice Unlimiter can sway any one Inhuman. That Inhuman, whether it be a PC or NPC, is played by the DM and controlled by Worm Zero. This action cannot be duplicated, broken, or eliminated in any way. That Inhuman can only be freed if Worm Zero is killed or if someone uses a wish spell to free them. Once they are freed, they cannot be swayed again.

Consume. Ranged Attack: +7 to hit, reach 30 ft., one target. Hit: 56 (4d20 + 15) poison damage. Worm Zero regains that many hit points. This attack can only be used on humanoids with the exception of Inhumans, and it ignores immunities and resistances. It automatically hits any targets within 15 ft. of Worm Zero .

Reveal Form. As a bonus action, Worm Zero can reveal his true form. While in his true form, he gains +3 to Intimidation checks but -3 to all other Charisma checks and saving throws.

Host Arsenal. Worm Zero carries all the weapons, attacks, reactions, skills, and proficiencies of his previous host.

LEGENDARY ACTIONS The Worm Zero can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Worm Zero regains spent legendary actions at the start of its 2nd turn.

Exit/Enter Host (Cost 3 Legendary Actions). Ally of Justice Unlimiter can exit his host body in the form of a large worm at any point provided that there is a dead non-Inhuman humanoid nearby. His Strength, Dexterity, Constitution, and Charisma all drop to 1 (-5). His hit points drop to 10, his AC drops to 5, his speed drops to 10 ft., and he no longer has any immunities or resistances. Ally of Justice Unlimiter can only exist for three days in this state, and it is his most vulnerable period.

Frightful Presence. (Cost 1 Legendary Action)Each creature of the Ally of Justice’s choice that is within 120 feet of the dalasmir and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dalasmir's Frightful Presence for the next 24 hours.

Brain Consumption. (Cost 2 Legendary Actions) Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the Ally of Justice. Hit: The target takes 50 (8d12) piercing damage. If this damage reduces the target to 0 hit points, the Ally of Justice kills the target by absorbing its brain and gains 20 temporary hit points.