Gargantuan Monstrosity, Unaligned
Armor Class 18 (Natural Armor)
Hit Points 247 (15d20 + 90)
Speed 50 ft., burrow 30 ft.
STR
28 (+9)
DEX
7 (-2)
CON
22 (+6)
INT
1 (-5)
WIS
8 (-1)
CHA
4 (-3)
Saving Throws CON +11, WIS +4
Senses Blindsight 30 ft., Tremorsense 60 ft., Passive Perception 9
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Bite. Melee Weapon Attack: +14 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 19 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 21 (6d6) 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.

Contaminated Gullet. A creature swallowed by a crater wurm gains one level of contamination each time it takes acid damage while inside the wurm.

Breach.
The crater wurm moves its speed. While doing so, it can enter large or smaller creatures’ spaces. Whenever the wurm enters a creature’s space, the creature must succeed on a DC 19 Strength saving throw. On a successful save, the creature can choose to be pushed to the side of the wurm’s space. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the creature takes 35 (10d6) bludgeoning damage, and is pushed 10 feet and knocked prone. After finishing its move, the wurm can make one bite attack against a prone target as a bonus action.

Description

Campaign: Dungeons of Drakkenheim

Found only in the Crater Basin, these massive burrowing monsters have petal-like mouths lined with razor-sharp teeth. Their thick hides of midnight purple are covered in spines and octarine slime. Those who have survived an encounter with one have spoken of the earth shaking moments before the beast emerges from below, devouring helpless victims caught in its path. 

Lair and Lair Actions

The Haze is functionally the lair of all monsters within Drakkenheim.

Fully Contaminated.
 This creature is immune to contamination, and has advantage on saving throws against contaminated spells.

Haze Adaptation. This creature may benefit from a long rest finished within the Haze. It can see twice as far through the Haze mists and Deep Haze fog.

Haze Dependence. This creature gains one level of exhaustion for every twenty four hours it spends outside the Haze. These exhaustion levels cannot be removed while the creature is outside the Haze.

Delerium Healing. As an action, a monster can touch a delerium shard to regain 10 (3d6) hit points. Once a monster has used a delerium shard in this way, the shard can’t be used in this manner again for twenty four hours.

Habitat: Urban

Keovar

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