Germ Worm

Tiny beast, unaligned

Armor Class

12

Hit Points

7 (3d4)

Speed

10 ft., climb 10 ft.

Damage Vulnerabilities

cold

Damage Immunities

poison

Condition Immunities

charmed, poisoned

Senses

darkvision 30 ft.

Languages

-

Challenge

1/4

Sunlight Sensitivity

While in sunlight, the germ worm has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Bite

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.