Tunneler. The Gamjee worm can burrow through earth at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.
Hidden Predator. When the Gamjee is fully submerged, it has three-quarters cover against attacks from outside the water. Identifying its lure as a trap requires a successful DC 18 Perception check.
Parthenogenesis. The Gumjee worm does not require a mate to reproduce.
Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., 1 target. Hit: 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the worm can't bite another target.
Dismember. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 22 (4d8 + 4) slashing damage. Can only be used inside its lair.
Bite Down. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 7 (2d4 + 2) piercing damage. When a creature is grappled by the Gamjee and hits it with an attack that deals over 10 damage, the worm can use its reaction to bite down.
Retreat. If the Gamjee worm is reduced to half its hit point total, it uses its reaction to release any creature it has grappled and immediately retreats to its lair.
Description
Originally from Eberron's Xen'Drik region, the Gumjee worm feels right at home on Chult. New to this world, its massive truck-length body is not yet attracting a reputation, but that won't last. In the dense jungles of Chult east of the Peaks of Flame its signature home can be found where it emerges from the muds and digs a small watery grove rougly 15 feet in diameter at the top to a 5-foot diameter hole centered at the bottom. It then attempts to lure adventurers into its watery grave. With its head inside the hole it is easily protected from direct attacks, while it uses a shiny silvery appendix to fool adventurers into treasure hunting. Its massive two mandibles, each at least 3 feet long, are then primed like a bear trap, patiently waiting for a nondescript meal.
Fools Fate. The Gumjee worm has a lair hundreds of meters down below and creates multiple exits from its lair to be able to hunt in different locations. When adventurers touch the surface of the water, the monstrous two claws of the Gumjee worm snap shut and it immediately attempts to drag its victim back to its lair to feed its ever-spawning young. Once inside the lair, the worm makes meal-sized portions of its victims by dismembering them with a secondary set of laryngeal jaws. The best chance of escaping this horrifying experience is by dealing it enough damage to force it to retreat.
Lair and Lair Actions
The lair of the Gumjee worm is an area rougly 20 feet high and 150 feet in diameter. Its spawn is located at the center of the lair.
Lair Actions
On initiative count 20 (losing initiative ties), the Gumjee 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:
- The worm shakes its heavy body against the lair walls, creating a cloud of sand. All senses that rely solely on eyesight except for truesight have their range reduced to 1/4th of its normal range. The sand settles after two rounds.
- A number of smaller worms (2d6) break out of their eggs and attack enemies on sight. Each worm has 8 hit points, tremorsense up to 30 ft. and a bite action with +5 to hit that deals 1d6 + 3 piercing damage.
Regional Effects
Finding the exit of the lair requires a successful DC 15 Survival check, or a DC 20 Survical check if the water is clouded with sand. The exit tunnel splits half-way to the surface into a number of different tunnels (2d6, minimum of 4). Half of these are unfinished and dead ends. A creature must roll the appropriate number to find one of the tunnels that leads to the surface, unless a creature can see which tunnels are not being used, which requires a DC 18 Nature check. The worm always knows which direction a creature went, due to its tremorsense.
Treasure Hoard
Around the spawning eggs and along the walls, numerous bones can be found, including any items an adventurer may have been carrying on its way to certain death. Non-magic items have all been rusted away, so you will only find gems and magic items in the hoard.