Gargantuan Construct, Unaligned
Armor Class 18 (natural armor)
Hit Points 247 (15d20 + 90)
Speed 50 ft., Burrow 50 ft.
STR
28 (+9)
DEX
7 (-2)
CON
22 (+6)
INT
1 (-5)
WIS
8 (-1)
CHA
4 (-3)
Saving Throws CON +13, WIS +6
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 120 ft., Tremorsense 240 ft., Passive Perception 9
Languages --
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

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

Abyssal Awareness. The creature cannot be flanked. 

Regeneration. The worm regains 10 hit points at the start of each of its turns if it has at least 1 hit point.

Legendary Resistance (5/Day). If the creature fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The worm makes three attacks: one with its grinding jaws and one with each of its stingers.

Grinding Jaws. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 15) slashing 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 31(10d6) 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 Poison. Melee Weapon Attack: +15 to hit, reach 10 ft., one creature. Hit: 24 (3d6 + 15) 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.

Tail Stinger Petrify. Melee Weapon Attack: +15 to hit, reach 10 ft., one creature. Hit: 24 (3d6 + 15) piercing damage, and the target must make a DC 19 Constitution saving throw, a failed saves results in petrification.  The target is turned to stone, the statue has 50 hp with a damage threshold of 10.

Legendary Actions

The creature can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The creature regains spent legendary actions at the start of its turn

Tooth Spit:  The creature eject sharpened metal teeth out of its mouth. +13 to hit, ranged attack 60/120, (6d6) piercing damage on a hit.

Sifting Sands:  The creature takes a full move action without invoking an attack of opportunity.

Stinger Attack (2 actions):  The creature takes a Stinger Attack.

 

 

Mythic Actions

When the creature reaches 0 hit points it takes a full round to transform into it's abyssal form.  It's body emits a large electrical field causing 3d10 30 feet of lightning, Dex save DC 19 for half. 

It's life force is rejuvenated:  500 HP

 The scaled armor of the creature transforms into adamantine.  AC 23 (Immune to critical hits, resistant to all slashing, bludgeoning and piercing damage.

It's bite attack damage increases to 5d12+15 

It's poisonous stinger now does lighting damage instead of poison.  DC 21 Con save  taking 42 (12d6) Lightning damage on a failed save, or half as much damage on a successful one.

The creature is now immune to lightning damage and gains hit points equal to half taken.

Description

As you catch your breath, the ground beneath you begins to quake, sending ripples through the earth. You turn your gaze toward the fallen Bore Worm, Antili's Folley, its massive form now still, encased in what appears to be a shell of solid darkness, gleaming with an otherworldly sheen begins to transform.

Suddenly, a crackling sound fills the air, like lightning coalescing before a storm. You watch in awe as the creature's stinger, once dripping with poison, now crackles with raw energy, tendrils of electricity snaking along its length. The once deadly stinger shrivels away, replaced by a jagged tip pulsating with sheer power.

With a blinding flash, the creature's now adamantine shell bursts to life with a radiant glow, pulsing with newfound vigor. Arcs of lightning dance across its surface, casting eerie shadows around you. The air crackles with anticipation as the creature rises once more, its form now a terrifying amalgamation of primal force and metallic resilience.

A surge of electricity emanates from Antili's Folley, stretching out in a 30-foot radius. The air hums with energy as the ground trembles beneath your feet. This electrifying transformation signals a new era of peril, as the once fearsome Bore Worm has evolved into a formidable guardian of the depths, ready to unleash its newfound power upon any who dare to cross its path.

Lair and Lair Actions

On the initiative of 20 a sandstorm appears in a 600 ft. radius of the creature.  Everyone within the radius takes 3d10 damage at the beginning of their turn and is driven to the 200 feet towards the ground, xd6 damage depending on starting height.  Spells such as fly, levitate, etc. do not affect this effect.  Sight is limited to 10 feet while the sandstorm exists.  Ranged weapon attacks are ineffective while the sandstorm is up.  The sandstorm stays up until the creature takes damage.

DC's depending on height are as follows:

600-501-Con DC 15

401-500-Con DC 17

301-400-Con DC 19

201-300-Con DC 21

1-200-Con DC 23

 

Previous Versions

Name Date Modified Views Adds Version Actions
5/10/2024 11:53:49 PM
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1
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Coming Soon
Krodtheaswift

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