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Volt (Bolt Wurm)

Small aberration, unaligned

Armor Class 13
Hit Points 13 (3d6 + 3)
Speed fly 30 ft.

10 (+0) 16 (+3) 12 (+1) 2 (–4) 10 (+0) 6 (–2)

Damage Immunities lightning
Skills Acrobatics +5
Senses darkvision 60 ft.

Languages —
Challenge 1/4 (50 XP)


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage and the volt enters the target’s space and grapples the target (escape DC 13). The volt can’t move a creature it grapples, but it moves with the grappled creature. If the grapple is broken, the volt immediately moves 5 feet into an adjacent, empty space. The volt can’t use its bite attack while it is grappling a creature.
  • Lightning Jolt. A creature that is grappled by the volt at the start of the volt’s turn takes 5 (1d6 + 2) lightning damage. A creature reduced to 0 hit points by this attack is unconscious and stable, not dying.


The origin of the volt is unknown and has eluded even the most learned of scholars. Referred to as bolt wurms in certain old grimoires for their ability to deliver a “bolt from the blue” with their whip-like tail, volts were once thought to be from another plane or planet, though evidence of late suggests they are in fact of this world. Other than that bit of information, the volt remains much of a mystery.

Volts inhabit underground caverns and caves, preferring to lair in areas dampened by water. A typical grouping consists of up to 20 creatures, though it’s anyone’s guess which are male and which are female (if such a thing among volts actually exists).

A volt’s spheroid body is about 3 feet across. Its tail is nearly 3 feet long and formed of semi-hardened tissue. Its mouth, unseen at first by those viewing it, is located near the underside of its body and is filled with rows of needle-like teeth.

Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene