Earth Tremors. The banded fangorn creates earth tremors as it moves overland or underground. Any creature that comes within 30 feet of the moving banded fangorn for the first time on a turn must succeed on a DC 20 Dexterity saving throw or take 14 (4d6) bludgeoning damage and fall prone. Any structure or object anchored to the ground that comes within 30 feet of the moving banded fangorn for the first time on a turn takes 14 (4d6) force damage.
Keen Smell. The banded fangorn has advantage on Wisdom (Perception) checks that rely on smell.
Siege Monster. The banded fangorn deals double damage to objects and structures.
Tunneler. The banded fangorn can burrow through solid rock at half its burrow speed and leaves a 30-foot-diameter tunnel in its wake.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) piercing 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 banded fangorn. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the banded fangorn, and takes 21 (6d6) acid damage at the start of each of the banded fangorn’s turns.
If the banded fangorn takes 30 damage or more on a single turn from a creature inside it, the wurm 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 banded fangorn. If the banded fangorn dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 35 feet of movement, exiting prone.
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