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Death Worm (Frog God Games)

Large monstrosity, unaligned

Armor Class 15 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 20 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 3 (–4) 11 (+0) 5 (–3)

Saving Throws Wis +3
Condition Immunities blindness, prone
Senses tremorsense 60 ft., passive Perception 10
Languages
Challenge 3 (700 XP)

ACTIONS

  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) piercing damage plus 4 (1d8) acid damage.
  • Acid Spit (recharge 5–6). All creatures along a five-foot-wide, 30-foot-long line extending from the death worm must succeed on a DC 11 Dexterity saving throw or take 14 (4d6) acid damage.
  • Lightning (recharge 6). All creatures along a five-foot-wide, 20-foot-long line extending from the death worm must make a DC 11 Dexterity saving throw, taking 18 (4d8) lightning damage on a failure, or half as much on a success.

ABOUT

Terrors of the open sands, death worms are dun-and-beige colored worms related to purple worms. They lair deep beneath the ground where sand meets bedrock, where they carve out a small hollow in which to lay their eggs. Those who regularly travel the sandy wastes know the areas hunted by these lethal vermiforms and avoid them. Some desert cultures hold that the death worms are lesser demons and send their heroes out to slay the beasts — a good way to rid a tribe of excess heroes.

Section 15: Copyright Notice
City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott GreeneTome of Horrors 2020, (C) 2020, Necromancer Games