Monster I’d Like to Fight: Nemacoils

Monster I'd Like to Fight: Nemacoils

Patient Tendrils Evolved From Aberrant Remains

Habitat: Coastal, Forest, Swamp; Treasure: None

Nemacoils are worm-like creatures that form from the remains of certain aberrations. As these remains decay, any lingering tendrils, tentacles, or serpentine appendages can develop into a nemacoil. Where the appendage once connected to the aberration, a mouth now forms, and fish-like eyes emerge along the sides of its face. A single aberration’s remains can spawn multiple nemacoils.

The purpose of nemacoils is unclear, as they exhibit no motivation beyond the need to feed — and even that drive is muted. Rather than actively hunting, nemacoils prefer to remain motionless, patiently waiting for prey to approach.

Nemacoils favor aquatic environments, even when their progenitors did not. Their stillness allows moss, fungi, and other plant life to grow on their backs, making them indistinguishable from fallen logs or submerged branches. An unfortunate creature that chooses to rest on this deceptive perch may find itself swiftly devoured.

A nemacoil’s appearance can reveal clues about the aberration from which it originated. Roll once or choose a result from the Nemacoil Heritage table to inspire the nemacoil’s distinctive appearance.

Nemacoil Heritage

1d6The Nemacoil’s Ancestor Is A …
1Aboleth
2Gibbering Mouther
3Grick
4Mind Harvester
5Otyugh
6Roper

Nemacoil

Often mistaken for smooth sticks, nemacoils latch onto passing creatures to feed.

Giant Nemacoil

Giant nemacoils’ patience allows moss, fungi, and other plant life to grow on their backs, making them indistinguishable from fallen logs or submerged tree branches.

Nemacoil


Tiny Aberration, Unaligned

Armor Class 12

Hit Points 22 (9d4)

Speed 20 ft., Swim 30 ft.

Initiative +2 (12)

MODSAVE
STR16+3+3
INT3-4-4
MODSAVE
DEX14+2+2
WIS13+1+1
MODSAVE
CON10+0+0
CHA4-3-3

Skills Perception +3, Stealth +4

Senses Darkvision 60 ft., Passive Perception 13

Languages None

CR 1/2 (XP 100; PB +2)

Trait


Amphibious. The nemacoil can breathe air and water.

Actions


Bite. Melee Weapon Attack: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage plus 3 (1d6) Necrotic damage and the nemacoil attaches to the target. The nemacoil regains Hit Points equal to the Necrotic damage taken. While attached, the nemacoil moves with the target and can’t Bite another target.

The nemacoil can detach itself by spending 5 feet of its movement. The target or a creature within 5 feet of it can detach the nemacoil as an action.

Giant Nemacoil


Large Aberration, Unaligned

Armor Class 13

Hit Points 65 (10d10 + 10)

Speed 30 ft., Swim 40 ft.

Initiative +3 (13)

MODSAVE
STR19+4+4
INT3-4-4
MODSAVE
DEX17+3+3
WIS15+2+2
MODSAVE
CON13+1+1
CHA4-3-3

Skills Perception +4, Stealth +7

Senses Darkvision 60 ft., Passive Perception 14

Languages None

CR 3 (XP 700; PB +2)

Trait


Abduct. The nemacoil needn’t spend extra movement to move a creature it is grappling.

Amphibious. The nemacoil can breathe air and water.

Actions


Multiattack. The nemacoil makes one Bite attack and uses Constrict.

Bite. Melee Weapon Attack: +6, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Necrotic damage. The nemacoil regains Hit Points equal to the Necrotic damage taken.

Constrict. Strength Saving Throw: DC 14, one Medium or smaller creature the nemacoil can see within 5 feet. Failure: 10 (3d6) Bludgeoning damage. The target has the Grappled condition (escape DC 12), and it has the Restrained condition until the grapple ends.

Monster I'd Like to Fight: Nemacoils Full Page

Downloads

Further Reading

See the jethrish and dreamcatcher for more aberrations that could spawn a nemacoil.

If your party is fighting a lot of aberrations, perhaps the breakfast club would be helpful.

Imagery created with Midjourney.

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