Tunneler. The wyrmagma can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. The walls of the tunnel radiate intense heat for 1 minute, causing 10 (2d6) fire damage to any creature that starts its turn within the tunnel.
Burning Body. When the wyrmagma exits from a body of lava, its body radiates with immense heat. Any creature that starts its turn within 10 feet of the worm or hits the worm with a melee weapon attack takes 11 (2d10) fire damage. This effect lasts for 3 (1d4 + 1) rounds before the wyrmagma begins to cool down and must return to the lava. For every round the wyrmagma cools down, it takes 10 (2d10) cold damage. If left outside of the lava for 3 rounds while cooling down, it gains the petrified condition as its magma fully hardens and turns to stone.
Magma Body. The wyrmagma is immune to fire damage and can swim in lava and magma with its swim speed. If the wyrmagma spends its turn fully submerged in lava, it regains 50 (9d10) hitpoints and gains a +1 to AC for 2 (1d4) rounds. If the wyrmagma comes into contact with water, it must make a DC 20 Constitution saving throw, taking 94 (9d20) points of cold damage on a failed save or gaining a +3 to its AC on a success.
Death Burst. When the wyrmagma dies, it explodes in a burst of magma. Each creature within 10 feet must make a DC 20 Dexterity saving throw, taking 44 (8d10) fire damage on a failure or half as much on a success. The area where it explodes is considered rough terrain for 2 (1d4) rounds. Creatures that end their turn in that area must make a DC 20 Constitution saving throw, taking 22 (4d10) fire damage on a failure or half as much on a success.
Siege Monster. The worm deals double damage to objects and structures, and it treats immunity to fire damage as resistance to fire damage when it hits objects or structures with its attacks.
Multiattack. The wyrmagma makes one bite attack and one tail slam attack.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) piercing damage and 11 (2d10) fire damage. If the target is a Large or smaller creature, it must succeed on a DC 21 athletics or acrobatics check or be grappled and restrained. The target may make a DC 21 athletics or acrobatics check to escape at the end of its turn.
Tail Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) blugeoning damage plus 11 (2d10) fire damage. If the target is a Large or smaller creature, it must succeed on a DC 21 dexterity saving throw or be knocked prone.
Flame Spit (Recharge 5-6). Ranged Weapon Attack: +11 to hit, range 120 ft., one creature. Hit: 51 (8d10 + 7) fire damage. The area within a 10 foot radius of the creature who was hit is considered rough terrain for 2 (1d4) rounds. Creatures that end their turn in that area must make a DC 20 Constitution saving throw, taking 22 (4d10) fire damage on failure or half as much on a success. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire or the target succeeds on a DC 12 Dexterity saving throw at the start of their turn after the damage, the target takes 22 (4d10) fire damage at the start of each of its turns.
Comments