Bore Worm
Waterdeep: Dungeon of the Mad Mage p. 171
- Size
- Gargantuan
- Type
- construct
- Alignment
- unaligned
- AC
- 18 (natural armor)
- Hit Points
- 247 (15d20+90)
- Speed
- walk 50 ft., burrow 30 ft.
- Saving Throws
- Con +11, Wis +4
- Immunities
- fire, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine
- Condition Immunities
- blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
- Senses
- blindsight 30 ft., tremorsense 60 ft.
- Passive Perception
- 9
- Challenge
- 16
- Lineage
- Worm
Traits
Tunneler
The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
Regeneration
The worm regains 10 hit points at the start of each of its turns if it has at least 1 hit point.
Actions
Multiattack
The worm makes two attacks: one with its grinding jaws and one with its stinger.
Grinding Jaws
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage.
Tail Stinger
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Other data
description
Trobriand modeled this 100-foot-long, 15-foot-diameter drilling machine after a purple worm. Unless Trobriand commands it to do otherwise, the worm tirelessly moves through well-worn tunnels and trenches. It mindlessly attacks anything that gets in its way, and occasionally ventures up to level 12 or down to level 14. Characters hear it long before they see it.