Amphibious. The water worm can breathe both air and water.
Multiattack. The water worm makes two bite attacks. Both attacks can be on one target, or one bite for two different targets within reach.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the worm. A swallowed creature has total cover against attacks and other effects outside the worm, and takes 10 (3d6) acid damage at the start of each of the worm's turns.
If the worm takes 30 damage or more on single turn from a creature inside it, the worm must succeed on a Dc 20 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.
Water Jet (Recharge 5-6). The water worm shoots a jet of water in a 90 feet line. Every creature within that line must make a DC 18 Strength saving throw. On a failed save, a creature takes 36 (12d6) bludgeoning damage and is knocked prone. On a successful save, a creature takes half damage and remains standing.
Snatch. The water worm can make a single bite attack at a target within range.
Description
Water worms swim through the deepest seas of the world. These monstrosities subsist on a diet of fish, squid, whales and dolphins, and they aren't above attacking a sailing ship. Numerous naval and merchant vessels have been sunk by a hungry water worm.
A water worm spends most of its time beneath the waves, its quadruple jaws open to suck in any prey in its path. Smart sailors can identify if a water worm is in the area by the lack of sea life. When the worm sees a large prey item, it lunges forward, jaws agape. Those who escape its initial assault must still contend with the worm's water jet -- a spray of water that can knock even the hardiest of creatures down, making them easier prey.
Comments