12
7 (3d4)
10 ft., climb 10 ft.
cold
poison
charmed, poisoned
darkvision 30 ft.
-
1/4
While in sunlight, the germ worm has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. If the target is a creature, it must make a successful DC 11 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 1 on a failure. The disease is cured on a success. This reduction to the target's hit point maximum lasts until the disease is cured.