b'Iceworm \n'b'  Small   monstrosity ,  unaligned  \n'b'  Armor Class  13 \n'b' Hit Points  38 (7d6 + 14) \n'b' Speed  20 ft., burrow 30 ft., swim 20 ft.\n'b' STATS STR: 10 (+0) DEX:  16 (+3)  CON:  15 (+2)  INT:  3 (\xe2\x80\x934)  WIS:  8 (\xe2\x80\x931)  CHA:  4 (\xe2\x80\x933)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +1 \n'b' Damage Vulnerabilities  fire \n'b' Damage Immunities  cold Condition Immunities  prone  \n'b' Senses  blindsight 90 ft. (blind beyond this radius), tremorsense 30 ft., passive  Perception  11 \n'b' Languages  \xe2\x80\x94 \n'b' Challenge  1 (200 XP) \n'b' Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The iceworm can breathe air and water. \n'b'  Cold Physiology . The iceworm can\xe2\x80\x99t abide constant warmth. Each hour it spends in an area with a temperature above 40 degrees Fahrenheit, the ice worm must succeed on a DC 15  Constitution  saving throw or suffer one level of  exhaustion  that can\xe2\x80\x99t be removed until it finishes a long rest in an area with a temperature below 40 degrees. \n'b'  Heat Sensitivity . The iceworm has disadvantage on  attack  rolls when within 5 feet of a strong source of heat that isn\xe2\x80\x99t a warm?blooded creature\xe2\x80\x99s natural warmth, such as a torch or campfire. In addition, the iceworm can pinpoint the location of warm-blooded creatures within 90 feet of it and can sense the general direction of such creatures within 1 mile of it. \n'b'  Slippery . The iceworm has advantage on saving throws and ability checks made to escape a grapple. \n'b'\n'b' ACTIONS \n'b'\n'b'  Icy Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one creature.  Hit : 5 (1d4 + 3) piercing damage plus 7 (2d6) cold damage. \n'b'  Icy Spit .  Ranged Weapon Attack : +5 to hit, range 20/60 ft., one creature.  Hit : 10 (2d6 + 3) cold damage, and the target is coated in freezing, viscous slime. While coated in the freezing slime, a creature\xe2\x80\x99s speed is reduced by 10 feet, and it has disadvantage on the first  attack  roll it makes on each of its turns. A creature, including the target, can take its action to clean off the slime, ending the effect. \n'b'\n'b' ABOUT \n'b' A writhing worm erupts from the glacial ice and turns its blind gaze toward adventurers huddled around a meager campfire. \n'b' This strange, tube-like worm sports several rows of teeth in its round mouth and is just at home burrowing through the permafrost as it is deep within frozen arctic waters. \n'b'  Drawn to Warmth . The iceworm can sense the warmth of living creatures, but it is sensitive to strong sources of heat, which cause it acute discomfort. An iceworm that senses abundant prey near strong sources of heat (such as a group of travelers around a campfire) will patiently encircle the encampment, waiting for the fire\xe2\x80\x99s warmth to cool to embers. Once the fire has died down, the iceworm strikes, often killing sleeping prey by burrowing up from the ground. \n'b'  Freezing Saliva . Once an iceworm has killed its prey, it waits for the body to cool, using its cold saliva to speed up the process. It then burrows into the soft insides to feast on the frozen corpse over the course of days or weeks.'