Gargantuan Monstrosity, Unaligned
Armor Class 19 (natural armor)
Hit Points 325 (22d20 + 96)
Speed 40 ft., Burrow 30 ft.
STR
28 (+9)
DEX
8 (-1)
CON
22 (+6)
INT
1 (-5)
WIS
5 (-3)
CHA
5 (-3)
Saving Throws STR +15, CON +12, WIS +3
Damage Resistances Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Blindsight 50 ft., Tremorsense 300 ft., Passive Perception 7
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Unstable Body. A creature that touches the wurm or hits it with a melee attack takes 10 (3d6) force damage.

Apocagenetic Burst. When the wurm dies, it explodes in a burst of crackling energy. Each creature within 60 feet of it must make a DC 20 Dexterity saving throw, taking 28 (8d6) force damage on a failed save, or half as much damage on a successful one. Creatures inside the wurm when it dies automatically fail this saving throw. In the ruin of this explosion the wurm leaves behind 1d4 - 1 fertilized eggs. These eggs must be submerged in the Demise Swamp or a comparably warm, high-moisture, magic-saturated environment within 1d8 hours or will perish. Eggs have a 50% chance of hatching after 3d8 days.

Tunneler. The wurm can burrow through solid rock at half its burrowing speed and leaves a 20-foot-diameter tunnel in its wake.

Enormity. The wurm is 150ft long. Its barbed tail segment and head can both make opportunity attacks. 

Legendary Resistance (3/Day). If the wurm fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The wurm makes one Bite and one Tail Stinger attack, and can substitute its Bite for its Trill ability.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage plus 10 (3d6) force damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the wurm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the wurm, and takes 10 (3d6) acid damage and 10 (3d6) force damage at the start of each of the wurm’s turns.

If the wurm takes 30 damage or more on a single turn from a creature inside it, the wurm must succeed on a DC 20 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 wurm.

Tail Stinger. Melee Weapon Attack: +15 to hit, reach 20 ft. (150ft when below ground, see Enormity trait), one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 20 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Trill. The wurm emits a haunting cry. Each creature within 60 feet of the wurm that can hear it must succeed on a DC 20 Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw each time it takes damage and at the end of each of its turns, ending the effect on itself on a success. An unaffected creature may also use an action to shake an affected creature, snapping them out of the state without need of a save. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to any Trill for the next 24 hours. 

Scream of the Arcanovor (Recharge 6). The wurm taps into the well of unstable magic writhing inside of it and screams crackling tendrils of arcane power. Each creature within a 90-foot cone must succeed on a DC 20 Dexterity saving throw, taking 63 (18d6) lightning damage on a failed save, or half as much damage on a successful one.

Reactions

Segmented Retreat. If an exposed segment of the wurm other than its head is damaged, the wurm can use a reaction withdraw the segment below ground. This can provoke opportunity attacks, but once submerged grants the segment full cover.

Legendary Actions

The wurm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The wurm regains spent legendary actions at the start of its turn.

Burrow. The wurm crashes down into the earth and burrows to a depth of 40ft. This does not provoke opportunity attacks and grants the wurm full cover until it resurfaces.

Flux Cycle. The wurm's seams rupture, and a prismatic sheen envelops it. The next spell that targets the wurm is redirected to a random creature, and the wurm heals for the damage dealt by the spell.

Inhale. The wurm draws in a deep breath, through mouth and pores, sending a rippling cascade of arcane bioluminescence thrumming over its form. The wurm casts a bright light from its body in a 30-ft aura, and can make an additional roll to recover its Scream of the Arcanovor.

Tail Stinger (Costs 2 Actions). Melee Weapon Attack: +15 to hit, reach 20 ft. (150ft when below ground, see Enormity trait), one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 20 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Description

The Arcanovor, known now only as the Chaos Wurm or the Ruinworm, haunts the blighted landscape of Bellsong Ruin. A union of flesh and magic unseen anywhere else on the Isles, the Arcanovor was capable of sustaining itself off of transdermal siphoning of the Weave itself. The beast was envisioned as the ultimate companion for a mage, serving as arcane conduit, battery, and familiar, and was believed to have stepped beyond senescence to serve as a foundational model for achieving the same in mortal mages: the power and perpetuity of lichdom, with none of the grim cost.

The first of its kind, the Chaos Wurm was the only Arcanovor fully gestated when Ruin came to Bellsong Keep. The Arcanovor was reshaped and cursed by the writhing magics called to the Keep by the doomed Kelterramin. The beast's magic-absorbing properties were radically destabilized, and it suffused itself with the fel power of the ritual-blighted Demise Swamp, oversaturated with power from the failed ritual that damned the region. It has gorged itself on magic and grown over centuries, knowing only hunger and self preservation.

That the Arcanovor began life as a purple worm hatchling is no surprise to any who behold it, even now after centuries of warping ruin. Though nearly one hundred fifty feet long, the deep hues of amethyst and violet that mark the platelike chitin of its form betray its ancestry. The beast has clearly grown beyond the limits of its material body, and in the cracking void and painful tears between its chitin crackle raw magic and elemental chaos - power amassed over centuries of feasting upon the ruins of the most prominent arcane university the Isles had ever seen. 

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the wurm takes a lair action to cause one of the following effects; the wurm can’t use the same effect two rounds in a row:

  • A sinkhole opens explosively from a point on the ground the wurm can see within 120 feet of it, creating a 20-foot-high, 10-foot-wide geyser beneath a 30-foot-deep tunnel. Each creature on the ground in the sinkhole's area must succeed on a DC 15 Dexterity saving throw, taking 21 (6d6) force damage on a failed save as they fall into the pit, or half as much damage on a successful one. A creature who fails the save by 10 or more lands prone, while a creature who succeeds on the save moves to a point within five feet of the sinkhole's opening.
  • A tremor shakes the lair in a 60-foot radius around the wurm. Each creature other than the wurm on the ground in that area must succeed on a DC 20 Dexterity saving throw or be knocked prone.
  • A bubble of putrid swamp swells and bursts at a point on the ground the worm can see within 120 feet of it, belching forth 2d4 Ruinbloomed.

Previous Versions

Name Date Modified Views Adds Version Actions
4/28/2022 5:05:57 PM
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Coming Soon
4/28/2022 5:35:14 PM
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Coming Soon

Monster Tags: monstrosity

Habitat: CoastalSwamp

uh_oh_bees

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