Large Monstrosity, Unaligned
Armor Class 15 (natural armor)
Hit Points 40 (8d8 + 4)
Speed 50 ft., burrow 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws CON +5, WIS +4
Damage Immunities Acid
Condition Immunities Charmed
Senses Blindsight 30 ft., Tremorsense 60 ft., Passive Perception 12
Languages wrmy
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.

Actions

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

Monster Tags: monstrosity

Habitat: HillMountain

Lordofshade

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