Creature: Albino Worm

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Albino Worm

A purple worm is a terrible creature in its own right, an undulating mass of muscle, chitinous plates, and raw fury. Lesser known is the rare mutation of purple worms: the albino worm. A purple worm that hatches close to the planet's core—born in utter darkness—and never sees light until it is fully grown, may shed its exoskeleton one final, brutal time. The ripping agony of the process is enough to kill most would-be albino worms, but if it does so successfully, it emerges as a predator of unmatched ferocity.

Dark Hearts. Albino worms hate light above all things, to such a degree that they can sense its presence with a supernatural accuracy. The worm will typically avoid light as best it can, only risking its burning touch if prey is scarce. If a creature uses light as a weapon to harm it, the worm is instantly driven into a single minded rage directed upon it.

Ivory Ichor. The blood of an albino worm matches its ivory hide, the purest white. The fluid ignites harmlessly with contact with light, but can be an extremely potent alchemical component or ingredient for explosives. Handled with care—and correctly processed—albino worm blood is worth one hundred times its weight in gold.



Albino Worm

Gargantuan Monstrosity, Unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 350 (20d20 + 140)
  • Speed 80 ft., burrow 50 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 25 (+7) 1 (-5) 11 (+0) 4 (-3)

  • Saving Throws Con +14, Wis +7
  • Senses blindsight 60 ft. (blind beyond this radius), tremorsense 120 ft., passive Perception 10
  • Languages
  • Challenge 21 (35,000 XP)
    Proficiency Bonus +7

Legendary Resistance (3/Day). If the worm fails a saving throw, it can choose to succeed instead.

Light Hypersensitivity. The worm can sense light within 300 feet of it, even behind total cover, and takes 15 radiant damage when it starts its turn in bright light. While at least half the worm is in an area of light, it has disadvantage on attack rolls and ability checks.

Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 20-foot diameter tunnel its wake.

Actions

Multiattack. The worm makes two attacks: one with its Bite and one with its Stinger.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 32 (5d8 + 10) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 22 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) acid damage at the start of each of the worm's turns.
  If the worm takes 40 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 22 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Tail Stinger. Melee Weapon Attack: +17 to hit, reach 15 ft., one creature. Hit: 27 (5d6 + 10) piercing damage, and the target must make a DC 22 Constitution saving throw. On a failed save, a creature takes 42 (12d6) poison damage and is poisoned for 1 hour. On a successful save, it takes half as much damage and isn't poisoned.

Debilitating Screech (5–6). The worm shrieks at piercing volume, audible out to 1 mile. Each other creature within 120 feet of the worm that can hear it must make a DC 18 Constitution saving throw. On a failed save, a creature takes 45 (10d8) thunder damage, falls prone, and can't stand for 1 minute. On a successful save, a creature takes half as much damage and suffers no other effects. A creature that can't stand in this way can repeat its saving throw at the end of each of its turns, ending the effect on a success.

Art Credit: Kekai Kotaki, WotC