ConquerorThe Worm God of Grafmoer
Beneath Grafmoer a green god writhes, and Worm-Ezriel feeds it corpses

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Wormflesh. At the start of his turn, Ezriel heals 10 hit points, unless he has taken fire or acid damage since his last turn.
Prophetic Madness. Ezriel is immune to the frightened condition. Every living creature that hears his whispering within 30 ft. has disadvantage on Wisdom (Insight) checks against him.
Multiattack. Ezriel makes two attacks with his Wormclaw.
Wormclaw. Attack roll +6, reach 5 ft., one target. Hit: 2d6+2 slashing damage plus 2d8 poison damage.
Cultivating Grasp. Attack roll +6, reach 5 ft., one Medium or smaller target. Hit: the target is grappled (escape DC 16) and takes 3d6 poison damage at the start of each turn while grappled.
Call of the Worm God (Recharge 5-6). Every creature within 30 ft. of Ezriel must make a Constitution saving throw (DC 16) or be nauseated (disadvantage on attack rolls and ability checks) for 1 minute.
The Story
Beneath the old city of Grafmoer lie catacombs so deep no one knows their bottom. These past months, fresh dead have been vanishing from the graves, and sometimes the living too. In the alleys people whisper of a sweet stench of rot that crawls up from the sewers at night. You follow the trail of the missing down the stairs, into the dark.
Deep beneath the city a cult worships something no mortal should ever know: a god of green, writhing worms that inhabits the dead and craves the living. The cultists' touch infects, their chanting rots flesh, and in a sealed chamber the nest grows, a pulsing mass that feeds on every grave the city digs above their heads. Cult leader Worm-Ezriel, Prophet of the Worm-God, is already half worm, already half god.
You work your way through the catacombs with fire and hallowed water, deliver infected captives not yet fully eaten, and search for the vials of pure fire that can burn out the nest, while the worm-cultists crawl from the niches with eyes full of small, moving things. Each chamber deeper stinks sweeter and writhes more.
The turn: the nest has already taken root just beneath the city's foundations, and when it ripens, it will break up through the streets. In the climax, in the pulsing sacrificial chamber, you must defeat Worm-Ezriel and kindle the pure fire before the worm-god crawls up through the earth, for if it reaches Grafmoer, the whole city becomes one great open grave.
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