Great Worm. The Aquatic Scourge has 30 segments, each fully taking up a Medium space. Only the head can deal its bite attack(and its vomit legendary action), and only the tail can deal tail attacks.
Tunneler. The Aquatic Scourge can tunnel through solid rock at half its burrowing speed and leaves a 10 ft diameter hole in its wake.
Multiattack. The Aquatic Scourge makes four Tooth Projectile attacks or two Sand Bolt attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 43(8d8 + 7) piercing damage, and the target must succeed on a DC 17 CON save or become poisoned. While poisoned in this way, the target cannot regain hit points, and the target loses 7(2d6) hit points at the start of each of its turns. The target can repeat the save, ending the effect on a success.
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14(2d6 + 7) bludgeoning damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 21(4d6 + 7) bludgeoning damage.
Tooth Projectile. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 12 (4d4 + 2) piercing damage plus 27(6d8) poison damage.
Sand Bolt. Ranged Weapon Attack: +7 to hit, range 90/180 ft., one target. Hit: 12 (4d4 + 2) bludgeoning damage, and the target must succeed on a DC 17 CON save or become blinded until the end of its next turn.
Summon Aquatic Minions(recharge 5-6). The Aquatic Scourge summons an Aquatic Parasite, an Aquatic Seeker, and an Aquatic Urchin, which all appear 30 ft from the Scourge.
The Aquatic Scourge 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 Scourge regains spent legendary actions at the start of its turn.
Move. The Aquatic Scourge moves up to its speed without provoking any oppurtunity attacks.
Tooth. The Aquatic Scourge makes one Tooth Projectile attack.
Vomit(Costs 3 actions). The Aquatic Scourge vomits sulphuric acid in a 30 ft cone that is 15 ft wide. All creatures in the cone must make a DC DC 17 CON save. On a failed save a target takes 27(6d8) acid damage and become poisoned. On a successful one the target takes half damage and isn't poisoned. While poisoned in this way, the target cannot regain hit points, and the target loses 7(2d6) hit points at the start of each of its turns. The target can repeat the save, ending the effect on a success.
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