Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
Multiattack. The worm makes two attacks: one with its bite and one with its stinger.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (2d8 + 8) piercing 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 at the start of each of the worm's turns.
Tail Stinger. Melee Weapon Attack: +20 to hit, reach 35 ft., one creature. Hit: 18 (5d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (22d6) poison damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
lair is a tunnel full of dead bodies
lair actions: the cave in rocks fall off and each one does 3d6 bludgeoning damage
lair actions: any creatures that are unaligned nearby come and aid the worm 3 at a time can enter the cave.
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