Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
Heated Body. A creature that touches the worm or hits it with a melee attack while within 10 feet of it takes 27 (6d8) fire damage.
Multiattack. The worm makes two attacks: one with its bite and one with its tail. The worm also uses its spit if it is available, and doesn't have a creature swallowed
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) piercing damage plus 13 (3d8) fire damage. If the target is a Large or smaller creature, it must succeed on a DC 22 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 78 (12d12) fire damage at the start of each of the worm's turns.
If the worm takes 60 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.
Spit (Recharge 5-6). Ranged Weapon Attack: +17 to hit, range 30/60 ft., on target. Hit: 46 (8d8 + 10) fire damage. On a hit or miss the target and all creatures within 5 feet must succeed on a DC22 Dexterity saving throw or take an additional 36 (8d8) fire damage. The ground in this area becomes heated magma for the next 1 minute. Any creature that starts its turn there takes 18 (4d8) fire damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one creature. Hit: 21 (2d10 + 10) piercing damage plus 9 (2d8) fire damage.
The worm 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 worm regains spent legendary actions at the start of its turn.
Move. The worm moves up to its movement speed
Tail. The worm makes a tail attack against a creature in range.
Bite (Costs 3 actions). The worm makes a bite attack against a creature in range
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the worm takes a lair action to cause one of the following effects; the worm can’t use the same effect two rounds in a row:
- Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
Previous Versions
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10/4/2024 6:37:05 PM
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