Resembling writing intestines ending in a fanged maw, animate entrails are distantly related to tapeworms. The parasites make their homes inside the digestive tracts of unfortunate victims.
Living Intestines. Animate entrails devour the digestive organs of their host, replacing them with their own bodies. This makes the parasite difficult to remove without killing the host. While in place the hideouts worm draws sustenance from the host’s meals. Animate entrails are mostly harmless to their hosts, so long as they have adequate nourishment and are not injured. If starved, an animate entrail might also emerge from a living host, bursting forth to try and procreate before perishing.
Asexual Lukers. Animate entrails start producing larvae when they reach adulthood. These larvae are stored in sacks in the mouth until they grow too large and are expelled with other food waste, potentially infecting creatures that invest faeces.
An animate entrail cannot survive outside of a host body for long, quickly drying out and starving to death. When the host dies the living intestine readies itself to emerge and infest a nearby creature with its young. If it senses living creatures nearby it immediately forces its way out of the corpse to attack. If there are no creatures nearby the parasite hibernates, waiting until potential new hosts draw close.
Animate Entrails CR 1
Tiny beast, unaligned
Armour Class 14 (natural armour)
Hit Points 36 (8d4 + 16)
Speed 10 ft.
Str 8 (-1) Dex 16 (+3) Con 13 (+1) Int 1 (-5) Wis 13 (+1) Cha 4 (-3)
Senses blindsight 60 ft., passive perception 11
Challenge 1 (200 xp)
Multiattack. The animate entrail makes two slam attacks. If it has a creature grappled it can make a bite attack in place of a slam attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. If the target is humanoid, it must succeed on a DC 13 Constitution saving throw or become infected with larvae. The larvae work their way to the bowels dealing 1 piercing damage each day. The larvae fight among themselves until only one remains, it then slowly consumes the intestines of the host over the next 3d4 days, replacing the organ with itself. An animate entrail draws nourishment from food consumed by the host, who must consume one and a half times as much food and water each day. The larvae can be killed with a lesser restoration spell but once it is fully grown it must be cut out, dealing 4d6 points of damage to the victim. Repairing the damage to the intestines requires a DC 20 Wisdom (medicine) check or a regenerate spell or the victim cannot gain nourishment from food.
Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. The target is grappled (escape DC 13) if it is a Medium or smaller creature and the animate entrails doesn’t have two other creatures grappled. Until this grapple ends, the target can’t breathe or speak.
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