Armor Class
17
Hit Points
132
(8d20 + 48)
Speed
30 ft., walk 50 ft., swim 50 ft.
STR
28
(+9)
DEX
7
(-2)
CON
22
(+6)
INT
1
(-5)
WIS
8
(-1)
CHA
4
(-3)
Saving Throws
STR +14, CON +11
Damage Resistances
Acid, Cold, Necrotic
Damage Immunities
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses
Blindsight 30ft., Tremorsense 60ft., Passive Perception 9
Languages
Undercommon
Challenge
13 (10,000 XP)
Proficiency Bonus
+5
Traits
Immutable form. The worm is immune to any spell or effect that would alter its form.
Magic Resistance. The Xardorok's Wurmcoil has advantage on saving throws against spells and other magical effects.
Siege monster. The Worm deals double damage to objects and structures.
Innate Spellcasting. The Xardorok's Wurmcoil's innate spellcasting ability is Constitution (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells, requiring no material components:
1/day: Cloudkill, Confusion
3/day: Stinking Cloud, Black Tentacles, Fog Cloud
Actions
Multiattack. The Xardorok's Wurmcoil uses the Bite action two times or makes one Tail Crush attack.
Tail Crush. Melee Weapon Attack: +13 to hit, reach 15 ft., two targets. Hit: 36 (6d8 + 9) bludgeoning damage. If the target fails a DC 17 Constitution saving throw, they are knocked back 20 feet.
Chardalyn Breath (Recharge 5-6). The Xardorok's Wurmcoil exhales acid in a 60-foot cone. Each creature in that line must make a DC 18 Dexterity saving throw, taking 49 (9d10) acid damage on a failed save, or half as much damage on a successful one.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 18 (4d8) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution Saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.







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