Voltage Wurm (5e Creature)

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Voltage Wurm[edit]

Huge dragon, chaotic evil


Armor Class 19 (natural armor)
Hit Points 325 (21d12 + 189)
Speed 50 ft., burrow 40 ft., fly 30 ft.


STR DEX CON INT WIS CHA
28 (+9) 14 (+2) 28 (+9) 10 (+0) 12 (+1) 12 (+1)

Saving Throws Str +15, Con +15, Wis +7
Skills Perception +7, Stealth +8
Proficiency Bonus +6
Damage Immunities lightning
Senses blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 17
Languages Draconic
Challenge 20 (25,000 XP)


Tunneler. The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

ACTIONS

Multiattack. The wurm can use its Shocking Carapace. It then makes one bite attack or uses its Swallow.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) piercing damage. If the target is a creature, it is grappled (escape DC 19). Until the grapple ends, the target is restrained and the wurm can't make bite attacks against other targets.

Shocking Carapace. The wurm targets up to three creatures it can see within 30 feet of it. Each target must make a DC 23 Dexterity saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.

Swallow. The wurm makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the wurm, and it takes 14 (4d6) acid damage and 18 (4d8) lightning damage at the start of each of the wurm's turns. A wurm can have only one creature swallowed at a time.
If the wurm takes 30 damage or more on a single turn from the swallowed creature, the wurm must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the wurm. If the wurm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.


The largest of all wurms, the voltage wurms are covered in long spines, the tips of which crackle with electrical energy that leaps at those unfortunate enough to be nearby. These spines sometimes break off as the wurms dig their burrows, though new ones quickly grow back in their place. The broken spines can be collected and used to create javelins of lightning or similar magical weapons.
Dwelling beneath the desert sands, the voltage wurms are nocturnal, sleeping during the day and becoming active at night. There are many stories of caravans stopping at night to rest, only to be attacked by a voltage wurm.

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