Huge Monstrosity, Unaligned
Armor Class 14 Natural Armor
Hit Points 102 (12d10 + 36)
Speed 60 ft., Walk 30 ft.
STR
19 (+4)
DEX
19 (+4)
CON
16 (+3)
INT
4 (-3)
WIS
13 (+1)
CHA
2 (-4)
Saving Throws STR +6, DEX +6
Damage Immunities Fire
Condition Immunities Blinded, Deafened, Frightened
Senses Passive Perception 17
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Sand Prison: When a creature is within 40ft of a surfaced Bloodworm Queen their movement speed is cut in half until they exit the area of effect.

Razor Chitin: On a successful attack from a Bloodworm Queen the target must make a Constitution saving throw of 18+ or take the bleeding effect.

Thirst for Blood: Bloodworms are more likely to attack creatures that are under the bleeding effect. More instances of the effect draw their attention more.

Bleeding: When a bloodworm successfully applies the bleeding effect to a creature the creature takes 3 points of damage at the beginning of its turn per level of bleeding (Bleeding 3 = 9 points of damage). Bleeding can stack up to 3 times. The bleeding can be stopped by using an action to bind the wound. The binding requires something to use as a tourniquet and a medicine check of 15+ to succeed. All levels of bleeding can be fixed with one action.

Actions

Ripping Mandibles: The Bloodworm attempts to make the target bleed with 6 quick attacks; +7 to hit, 20ft reach, up to 6 targets. On a successful hit, the target takes 1d12 piercing + 4 points poison damage. The target must make a Con save for every successful hit.

Ravoness Feeding: The worm is hungry for blood (Can only be used on bleeding targets); The bloodworm attacks based on level of bleeding (1lvl = 1 attack). +9 to hit, 5ft reach, 1 target. On a successful attack, the target takes 3d6 piercing +  6 points poison damage. 

Feed the Brood: The queen sees a chance to feed her young and expand the colony. (Can only be used on a target with Bleeding 3) +7 to hit, 80ft reach, 1 target. On a successful attack, the target takes 2d8 piercing + 10 points poison damage. The target must make a strength saving throw of 15+. Failure on the role leaves the target grappled by one set of the queen's mandibles. The queen can hold 3 creatures at a time. At the beginning of a grappled creatures turn, they take 10 points of poison damage. They can make a strength saving throw of 15+ to attempt to break free. If the role fails the grappled creature takes 2d6 points of bludgeoning damage.

Burrow: Bonus Action: The bloodworm can burrow underground using its bonus action. This does not provoke an attack of opportunity. Cannot be used when engaged with a bleeding target.

Reactions

Keen Smell: When a creature takes a bleeding effect the bloodworm may choose to burrow and head for the creature. If the bloodworm is already attacking a creature that is bleeding this reaction will not take place. Roll for percentage to determine the outcome. Each level of Bleeding has a threshold for the action to take place. Bleeding 1=75%; Bleeding 2=50%; Bleeding 3=25%. Role the percentage dice, if the number rolled is above the threshold the bloodworm will attack the bleeding creature.

Legendary Actions

Bath of poison: After being attacked by a creature the Queen may spray a 15ft cone of poison in front of it. The attack does not affect other bloodworms. Any creature in the cone must make a Dexterity saving throw to take half damage. The poison does 6d6 poison damage. Any creature that takes damage from this attack that has a level of Bleeding immediately moves to Bleeding 3.

Call Young: The queen may use a Legendary action to summon a new Bloodworm to the field.

Description

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Habitat: Desert

Prisonshanke

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