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
STR
28
+9
DEX
7
−2
CON
22
+6
INT
1
−5
WIS
8
−1
CHA
4
−3

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.