Gargantuan Aberration, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 450 (18d20 + 90)
Speed 60 ft., Burrow 40 ft.
STR
26 (+8)
DEX
5 (-3)
CON
20 (+5)
INT
6 (-2)
WIS
8 (-1)
CHA
4 (-3)
Saving Throws CON +10, WIS +4
Skills Perception +4
Damage Vulnerabilities Cold
Damage Immunities Fire, Psychic
Condition Immunities Charmed, Frightened
Senses Blindsight 30 ft., Tremorsense 60 ft., Passive Perception 14
Languages understands Deep Speech but can't speak
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Illumination. The worm sheds dim light in a 20-foot radius.

Radiant Mirror. If the worm takes radiant damage, each creature within 20 feet of it takes that damage as well.

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

Actions

Multiattack. The worm makes two attacks: one with its barbed tentacles and one with its bite.

Barbed Tentacles. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 25 (5d6 + 8) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The tentacles can grapple only one creature at a time.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 30 (5d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 21 (6d6) fire 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.

Legendary Actions

Legendary Actions. The head 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 head regains spent legendary actions at the start of its turn.

Attack. The head makes a barbed tentacles attack.

Sickening Radiance. Creatures within the light of the head’s Illumination trait must succeed on a DC 21 Constitution saving throw or become poisoned until the end of their next turn.

Body Slam (Costs 2 Actions). The head rears up and slams into the ground. Each creature in a 10-foot-wide, 30-footlong line must make a DC 21 Dexterity saving throw, taking 33 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one.

Corrupting Vomit (Costs 3 Actions). The head vomits a 30- foot cone of acidic bile. Each creature in that area must make a DC 21 Dexterity saving throw, taking 35  10d6 acid damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the creature is also unable to take actions during its next turn, and it must use all its movement to move in a random direction.

Description

This invertebrate horror has quivering, barbed tentacles set around its massive, toothy maw. The worm’s cracked and stony hide pulses with a dull orange glow, as if it might be composed of primordial lava perpetually on the verge of hardening into solid rock.

Weird Wyrm Head

Apply the following adjustments to the core spawn worm stat block:

Hit Points 450

Legendary Actions. The head 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 head regains spent legendary actions at the start of its turn.

Attack. The head makes a barbed tentacles attack.

Sickening Radiance. Creatures within the light of the head’s Illumination trait must succeed on a DC 21 Constitution saving throw or become poisoned until the end of their next turn.

Body Slam (Costs 2 Actions). The head rears up and slams into the ground. Each creature in a 10-foot-wide, 30-footlong line must make a DC 21 Dexterity saving throw, taking 33 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one.

Corrupting Vomit (Costs 3 Actions). The head vomits a 30- foot cone of acidic bile. Each creature in that area must make a DC 21 Dexterity saving throw, taking 35  10d6 acid damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the creature is also unable to take actions during its next turn, and it must use all its movement to move in a random direction.

Monster Tags: Core Spawn

KajiShun

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