Huge Monstrosity, Any Chaotic Alignment
Armor Class 17 natural armor
Hit Points 166 (24d12)
Speed 60 ft., burrow 60 ft.
STR
20 (+5)
DEX
18 (+4)
CON
17 (+3)
INT
12 (+1)
WIS
8 (-1)
CHA
6 (-2)
Saving Throws DEX +7
Damage Vulnerabilities Piercing
Damage Resistances Bludgeoning
Condition Immunities Charmed, Frightened, Grappled
Senses Tremorsense The worm, though blind, uses the vibrations caused upon sand to hunt its prey., Passive Perception 10
Languages No spoken language
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Actions

Charge. When the Worm charges it is locked in the action for two turns. It will move 120 ft in this action. The claws covering the worm will constantly snip at the surrounding waters with a reach of 5 ft and if a player gets close they will have to avoid an attack roll. If a creature is caught in front of the Worm when it charges it must succeed a Dex check (DC 15) to avoid being grappled and taking damage, 3d6 slashing. 

Thrust Claw. Claw: +4 to hit, reach 15 ft., 1 target. Hit: 2d4 + 3 piercing damage. 

Sand Shot. Shard of Sandstone: +4 to hit, range 30/120 ft., 2 target. Hit: 1d8 + 2 bludgeoning damage.

 

Bonus Actions

Consume - The worm consumes a nearby body to heal 10 hp 

Reactions

Sand Dive. As a reaction, the Sand Sandworm Swarm dives into the sand below where it will stay for 2 turns. During this period it can choose one player to sink into the sand which will have them make a DC 18 acrobatics check.

Legendary Actions

Swallow (Costs 2 Actions).  The Sandworm chooses one player and will swallow them unless they succeed in a DC 18 athletics or acrobatics check. 

Divide (Costs 1 Action). The Sandworm divides itself and goes into the sand, then 7 points on the map are chosen at random 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A large collection of Sandworms clad in think sandstone armor and chunks of colored rocks. From the outside, it looks as if it is one worm as the swarm moves in cohesion with each other. In the cracks of the sandstone armor sits crab claws that grab at anything close enough to reach. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: monstrosity

Habitat: DesertUnderwater

James32600

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