Earth Tremors. The wurm creates earth tremors as it moves overland or underground. Any creature that comes within 30 feet of the moving wurm for the first time on a turn must succeed on a DC 20 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone. Any structure or object anchored to the ground that comes within 30 feet of the moving wurm for the first time on a turn takes 10 (3d6) force damage.
Siege Monster. The wurm deals double damage to objects and structures.
Tunneler. The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
Deathtouch. A creature hit by a melee weapon attack from the engine must succeed on a DC 21 Constitution saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one.
Lifelink. When the engine deals damage to a creature with one of it's attacks, it regains a number of hit points equal to half the damage dealt.
Multiattack. The Wurmcoil Engine makes three attacks: one bite and two slams.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the wurm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the wurm, and takes 17 (5d6) slashing damage at the start of each of the wurm’s turns.
If the wurm takes 30 damage or more on a single turn from a creature inside it, the wurm 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 wurm. If the wurm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Slam. Melee Weapon attack: +13 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.
Split. If the engine is reduced to 0 hit points it splits into two Engine Spawns, one of each type. Each one has it's own initiative and act on it's own turn.
The engine can't split if it's body is destroyed by a disintegrate spell or similar effects.
Description
Wurmcoil Engines were engineered by the Praetors of Phyrexia and Mirrodin to assist in planar takeovers. These huge constructs are effectively living blenders soaked in acid. They are extremely efficient at destroying both structures and flesh, and when killed, split into two smaller wurm engines.
Don't get bit.
A wurm burrows through loose earth by using deep sonic vibrations to liquefy the earth in front of it and swim through the area. The soil resolidifies and closes behind it. Moving through rock is slower and more difficult, and the wurm leaves a tunnel in its wake.
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