Gargantuan Monstrosity, Unaligned
Armor Class 21 (natural armor)
Hit Points 342 (23d20 + 90)
Speed 50 ft., Burrow 30 ft.
STR
28 (+9)
DEX
7 (-2)
CON
22 (+6)
INT
1 (-5)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws CON +11, WIS +5
Senses Blindsight 30 ft., Tremorsense 60 ft., Passive Perception 9
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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

Crystalline Carapace. The scales of the Worm have made it resistant to any spells and attacks from the outside. Any attack that doesn't deal psychic, acid, or necrotic damage deals no damage to the Worm. 

Juicy inner bits. Any attack on the insides of the worm deals 1d4 acid damage to any creature inside it, for each attack being made. 

 

Actions

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

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid 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.

Tail Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Shaking off the rust. The Crystalline worm's carapace shines with bright light and all radiant damage dealt to it since its last turn is reflected back to all creatures within 30 feet of it.  

Legendary Actions

The Crystalline Worm has 3 legendary actions each it can use at the end of any creature's turn. 

Dig Deep. The Worm burrows underground in its current location. It is 30 feet below ground. 

Tunnel Express(Costs 2 Actions). The Crystalline worm rushes along one of its paths in its lair. Each creature that is standing along its path must make a DC 21 Dexterity saving throw or be knocked prone and take 10d6 bludgeoning damage, half as much on a success. Then it appears back in one of its 3 breach zones. 

Habitat: DesertUnderdark

Franciouse

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