Clockwork Worm

Family: Clockwork

Gargantuan construct, unaligned

Armor Class 18 (natural armor)
Hit Points 247 (15d20 + 90)
Speed 50 ft., burrow 30 ft.

28 (+9) 7 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3)

Saving Throws Con +11, Wis +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
Challenge 15 (13,000 XP)
Proficiency Bonus +5


  • Clockwork Creature. If the worm takes 60 damage or more on a single turn (or half as much from a creature inside it), the worm’s mechanical body malfunctions. The first time this happens, the worm’s sensors malfunction and it loses its blindsight. The second time it happens, the worm’s speed is halved and it can no longer take the Multiattack action.
  • Critical Malfunction. When the worm is reduced to 0 hit points, it explodes. Each creature within 30 feet must make a DC 19 Dexterity saving throw, taking 28 (8d6) bludgeoning damage and 28 (8d6) piercing damage on a failure, or half as much on a success.
  • 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 attacks with its Bite and Propulsion Tail.
  • Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) 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) bludgeoning damage at the start of each of the worm’s turns. A swallowed creature can make a DC 15 Dexterity check as an action to try to squeeze itself out through the gaps in the worm’s metallic armor. On a success, the creature emerges from worm’s body to land prone in an unoccupied space within 5 feet of it.
  • Propulsion Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) bludgeoning damage, and the target must make a DC 22 Strength saving throw if it is Large or smaller. On a failure, the target is hurled up to 60 feet horizontally in a direction of the worm’s choice and lands prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown.
Section 15: Copyright Notice

Wanderer’s Guide to Merchants & Magic. Copyright 2021. Eventyr Games.

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