The Worm God of Grafmoer Conqueror
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The Worm God of Grafmoer

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

Vorm-Ezriel, Prophet of the Worm-God
The Adversary
Vorm-Ezriel, Prophet of the Worm-God
worm-possessed cult leader · CR 11

A prophet half-devoured into worm who breeds corpses as food for a god writhing beneath the city.

Show stat block
Vorm-Ezriel, Prophet of the Worm-God
Medium worm-possessed human (aberration-touched), chaotic evil
Armor Class 15 (wormflesh)
Hit Points 138 (16d8 + 64)
Speed 30 ft.
STR14+2
DEX12+1
CON18+4
INT16+3
WIS18+4
CHA14+2
Saving Throws Con +8, Wisdom +8, Int +7
Skills Religion +7, Medicine +8
Resistances & immunities poison damage; bludgeoning, slashing, and piercing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 14
Challenge 11
Traits

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.

Actions

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.

5e-compatible stat block · this monster also appears in the adventure PDF

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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This work includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY 4.0. All story, characters and artwork are 100% original. DM Shots is an independent publisher, not affiliated with Wizards of the Coast. More about our license & 5e compatibility.