Drill. The spikes around the worm's head come forward and forms a drill. It can then spin into rock without making a ability check. If it hits a target when emerging from the ground, that target must succeed a DC 13 Dexterity or be knocked prone and take (1d6+2) of damage.
Lure. The worm moves slowly to get a target's attention with the glowing lure on its head.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw.
Tail. Melee Weapon Attack: +5 to hit, reach 10 f., one creature. Hit: 5 (1d10 + 1) piercing damage. The target must succeed a DC 14 Constitution throw to avoid being hit, if between 13 and 9, they take half damage.
Tail Spikes. Ranged Weapon Attack: +12 to hit, reach 30 ft., one creature. Hit: 3 (1d4+1) piercing damage. The target must succeed a DC 10 Dexterity throw to avoid being hit.
Hunt. If the worm senses a creature moving about, it will try to lure it back to its home for its babies.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
This is a 20 ft. long worm with a leech-like face. It has a glowing red lure coming out of its head and normally folded back, many long spikes that become a protective cone around its face when burrowing. There are normally four sets of flat feet along its body to help it spin fast enough to drill into rock, but the fourth set is usually small or nonexistent. Its tail is a ball of spikes, and some that break off when burrowing float around the ball when out of the ground. It can shoot these spikes if it feels threatened by other creatures.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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