Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.
Multiattack. The worm makes two attacks: one with its tail and one with its spitters.
Slam: Melee Bonus Action: Hit: +5, 8(2d4+1) Bludgeoning damage, reach: 25ft: on a successful hit target must make a DC 15 roll to not fall prone, this attack deals double damage to a target that has fallen prone, in order to activate this bonus action the Acidic Worm must have dashed this turn.
Tail whip: Melee Attack Weapon: Hit: +2, 5 (2d4) bludgeoning damage, reach: 15 ft. on successful hit target must make a DC 12 dexterity save to not fall prone.
Acid spitter: Ranged Attack Weapon: Hit: +3, 3(1d6) Acid damage, reach: 30 ft. on successful hit, target must make a DC 12 constitution roll to not be covered in acid
Fire spitter: Ranged Attack weapon: Hit: +3, 2(1d4) Fire damage, reach: 30ft. on a successful hit, target must make a DC 12 constitution roll to not be burned. damage doubles for every condition met below: target is covered in acid, target is prone, target is covered in tar
Tar spitter: Ranged Attack weapon: Hit: +3, 3(1d6) Bludgeoning damage, reach: 20ft. on a successful hit, target must make a DC 10 constitution roll to not be covered in tar or fall prone
Perfect as a pet for my kobolds