Gargantuan Elemental, Unaligned
Armor Class 18 (natural armor)
Hit Points 363 (22d20 + 132)
Speed 60 ft., Burrow 60 ft.
STR
28 (+9)
DEX
7 (-2)
CON
22 (+6)
INT
8 (-1)
WIS
14 (+2)
CHA
4 (-3)
Saving Throws STR +16, CON +13, WIS +9
Damage Vulnerabilities Cold
Damage Resistances Bludgeoning, Piercing, Psychic, Slashing
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Grappled, Restrained
Senses Blindsight 60 ft., Tremorsense 150 ft., Passive Perception 11
Languages --
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Innate Spellcasting. The Blitzworm's spellcasting ability is Wisdom. It can cast the following spells innately, requiring no material components (Spell Save DC 17):

1/day each: earthquake, haste (self only), slow, time stop

Legendary Resistance (3/day). If the Blitzworm fails a saving throw, it can choose to succeed instead.

Long Body. The Blitzworm is 90 feet long and can lift up to half of its body off the ground if the rear half is in a tunnel. If the Blitzworm is laying on the ground, it can lift the first 30 feet of its body off the ground.

Tunneler. The worm can burrow through solid rock at its full burrow speed and leaves a 20-foot-diameter tunnel in its wake.

Spined Skin. The Blitzworm deals 17 (3d10) slashing damage to any creature that enters within 5 feet of it or starts its turn there. The Sandworm also deals this damage to any prone creature it moves on top of.

Steamroller. The Blitzworm can move through another creature's space, forcing that creature to make a Dexterity saving throw (DC 21), forcing it prone and dealing 33 (6d10) bludgeoning damage to any creature caught beneath it on a failed save. A creature that is prone beneath the Blitzworm is restrained until the Blitzworm moves again. On a successful save, the creature is forced to one side of the Blitzworm and takes 17 (3d10) slashing damage.

Actions

Multiattack. The worm makes one bite attack. It can then make a rush attack as a bonus action.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage and 11 (3d6) fire 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 21 (6d6) acid damage and 11 (3d6) fire 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 30 feet of movement, exiting prone.

Rush. The Blitzworm moves up to half its movement speed.

Fire Breath (Recharge 5–6). The Blitzworm exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. This damage ignores fire resistance, but not immunity (see Lair Actions and Regional Effects).

Weight of Time (1/day). The Blitzworm creates a 60-foot cone of force in front of it where time is rapidly accelerated. Each creature in the cone must make a Charisma saving throw (DC 17), being petrified into a statue of sand on a failure, or being aged 2d10 x 10 years on a success. A creature that would normally be killed by this aging process instead lives for only 1 year following this. A petrified creature is considered dead and crumbles into a pile of sand if touched, attacked, or disturbed, and can only be restored to life with a resurrection spell or greater. An aged creature can have the aging process restored by means of a heal, regenerate, or wish spell. Any nonmagical objects, not worn or carried instantly age 1000 years, destroying them and turning them to dust or rust.

Reactions

Reverse Time (3/day). When a creature the Blitzworm can see within 60 feet of it takes the dash action, the Blitzworm can attempt to reverse time temporarily for that creature. That creature must make a Charisma saving throw (DC 17) or spend the any remaining movement it has retracing its steps from that turn.

Legendary Actions

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

Rush. The Blitzworm can make a rush attack.

Recharge. (Costs 3 actions). The Blitzworm recharges its fire breath.

 

 

Description

The Blitzworm is a massive primordial creature, an earthworm of tremendous size and age, and one that cares not for other creatures. Swimming through the endless burning sands it calls home, the Blitzworm speeds along just under the surface, only coming up to swallow unsuspecting prey whole. 

An ageless thing, the Blitzworm can change the flow of time for both itself and other creatures around it, often to devastating effect.

Lair and Lair Actions

The Blitzworm is constantly on the move, occasionally stopping for a few millennia at a time to dwell in some deep canyon or forgotten temple amidst the sands it calls home. As such, whether the Blitzworm is within a proper lair or if it is on the move, the regional effects of the worm move with it, centered on it. If moving between lairs or in search of a new one, the worm does not have access to lair actions.

Lair Actions


 

While within its lair, the Blitzworm has access to the following lair actions. On initiative count 20 (losing initiative ties) the Blitzworm can take an action to cause one of the following effects; the worm cannot use the same lair action twice in a row:

  • The Blitzworm targets a point it can see within 120 feet of itself. A geyser of sand erupts from the ground in a 5-foot radius, centered on the point. Each creature within that area must make a Dexterity saving throw (DC 15) or be blinded for 1 minute. A blinded creature can attempt a DC 15 dexterity check at the beginning of its turn, ending the effect on itself on a success.
  • The Blitzworm causes a wall of sand to form within 90 feet of itself (as per the spell wall of sand, no concentration required). The Blitzworm can move through any wall it creates in this way without slowing down, destroying the wall in the process.
  • The Blitzworm targets one creature within 60 feet of itself and alters time around it. That creature must make a Wisdom saving throw (DC 15). On a failure, the creature can take either an action, bonus action, or its movement on its turn, but no more than one. This effect lasts until initiative count 20 of the next round.

Lair Effects


 

The area within 6 miles of the Blitzworm is warped by the worm's magic, creating one or more or the following effects:

  • A gigantic sandstorm rages for 6 miles around the Blitzworm. Areas that are sheltered or covered from such winds are not affected.
  • The remains of any creature that dies within 1 miles of the Blitzworm rapidly decays within the course of one day, leaving only bones behind.
  • Creatures that are resistant to fire damage lose this resistance while within 1 mile of the Blitzworm. This does not affect fire immunity.

Habitat: Desert

Terrenaven

Comments

Posts Quoted:
Reply
Clear All Quotes