Gargantuan Elemental, Neutral
Armor Class 23 Natural armour
Hit Points 416 (26d20 + 130)
Speed 100 ft., burrow 50 ft., climb 100 ft.
STR
30 (+10)
DEX
28 (+9)
CON
30 (+10)
INT
6 (-2)
WIS
6 (-2)
CHA
6 (-2)
Damage Resistances Acid, Lightning; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 60 ft, blind beyond this radius, Tremorsense 1 mile, Passive Perception 8
Languages Terran
Challenge 26 (90,000 XP)
Proficiency Bonus +8

Water Walk. Terratrum can walk on water, as with the effect of the water walk spell.

Worm. Terratrum can move over difficult terrain without expending extra movement.

Elemental body. Terratrum can burrow through rock without leaving marks or tunnels in the stone.

 

Actions

Multi attack. Terratrum can make 4d4+3 attacks, 4d4 with it’s claws, 2 with its bite and one with its tail.

Claw. Melee weapon attack: +15 to hit, reach 5 ft., one target. Hit: 2d6+10 slashing damage.

Bite. Melee weapon attack: +15 to hit, reach 5 ft., one target. Hit: 5d6 piercing damage, target must succeed on a DC 25 strength saving throw or be grappled.

Tail.Melee weapon attack: +15 to hit, reach 5 ft., one target. Hit: 8d8 bludgeoning damage, target must succeed on a DC 25 strength saving throw or be forced back 10 ft and knocked prone.

Swallow. Terratrum attempts to swallow one creature it is grappling. It makes a Strength check contested by the targets dexterity check, the target makes the roll with disadvantage. A creature swallowed is blinded and restrained and has complete cover from outside effects, at the start of each of its turns a swallowed creature takes 28 (8d6) acid damage.   If Terratrum takes 60 damage in a turn from a creature inside it, it makes a DC 18 constitution or vomit out all creatures inside it. 

Shake earth.(Recharge 5-6) Terratrum burrows under the ground and the earth in a 30 ft diameter 10 ft high cylinder starts to shake. Any creature in the radius makes a DC 17 constitution saving throw. On a failed save, the creature takes 8d8 bludgeoning damage and is knocked prone, and takes half as much damage on a successful one. The area then becomes difficult terrain.

 

Reactions

Dash. If a creature moves within 5 ft of the Terratrum, it can move up to thirty feet away or burrow underground, without provoking an opportunity attack.

Tail Lash. When the Terratrum is attacked, it can use it’s tail attack on one creature within 5 ft of it.

Legendary Actions

 Terratrum can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Terratrum regains spent legendary actions at the start of it’s turn.

Bite Attack. Terratrum makes a bite attack with advantage.

Claw Attack. Terratrum makes 3d4 claw attacks.

Earth Shake.(Costs 3 Actions)Terratrum uses it’s earth shake attack.

Spit Acid.(5 Actions) Terratrum spits acid at target within 15 ft of it. Target takes 12d8 acid damage and is paralysed until the end of it’s next turn

Description

Terratrum is a red worm with no eyes and a long body that gets far too suspicious about everything. So when it feels something strange, it runs over to investigate the situation, normally destroying everything that’s there.

Elemental nature. Terratrum doesn’t need to sleep eat drink or breathe.

 

Lair and Lair Actions

Terratrum’s lair is a giant cave in a large mountain. There he stores his enemies heads which he keeps as trophies, and all of his “toys”.

Lair Actions

On initiative count 23 (losing initiative ties), the Terratrum takes a lair action to cause one of the following effects; the Terratrum can’t use the same effect two rounds in a row:

 

  • A swarm of Terratrum’s slaves attack up to 3 targets within the lair and then are teleported back to their normal place in the lair. When Terratrum uses  this actionroll 2d6 and treat X as the result. Each target takes Xd10+X bludgeoning damage and gets knocked prone.
  • Each creature of Terratrum’s choice within his lair must make a DC 25 dexterity saving throw takeing 3d6 bludgeoning damage on a failed save or half as much on a successful one. If a creature fails it falls into a ravine that forms bellow its feet. A creature trapped in a ravine may make a DC 18 dexterity check at the start of its turn escaping the ravine and ending their turn on a success and ending their turn on a fail. On initiative count 23, 3 turns after the ravine opens it slams shut instantly killing any creatures still trapped within.

Regional Effects

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

  • The area in 3 miles of Terratrum’s lair shakes from Terratrum’s influence, the land within this area is difficult terrain and each turn a creature moving in the area must succeed on a DC 10 dexterity saving throw, falling prone on a failed save.
  • A creature attempting to stand from prone must succeed on  DC 16 dexterity saving throw, failing to stand and taking 2d6 fire damage on a failed save, or standing and ending its turn on a successful one.

If Terratrum dies, these effects fade over the course of 3d8 days.

Previous Versions

Name Date Modified Views Adds Version Actions
8/3/2019 6:56:45 AM
6
1
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Coming Soon
8/9/2019 9:11:54 PM
188
1
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Coming Soon
8/14/2019 5:46:51 AM
250
1
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Coming Soon

Environment: Mountain

SenanMH

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