Wurm Hydra (5e Creature)
Wurm Hydra[edit]
Gargantuan dragon, chaotic evil Armor Class 19 (natural armor)
Saving Throws Str +16, Con +16, Wis +10 Extra Heads. The wurm has advantage on Wisdom (Perception) checks, and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Legendary Resistance (3/Day). If the wurm fails a saving throw, it can choose to succeed instead. Reactive Heads. The wurm has four extra reactions that can be used only for opportunity attacks. Siege Monster. The wurm deals double damage to objects and structures. Tunneler. The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. Wakeful. While the wurm sleeps, at least one of its heads is awake. Wurm's Invulnerability. At the start of each of its turns, the wurm chooses a damage type from acid, cold, fire, lightning or poison. The wurm has immunity to the chosen damage type until the start of its next turn. ACTIONSRavenous Multiattack. The wurm makes five bite attacks. If the wurm has a creature grappled, it can replace one bite attack with its Swallow. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 14 (1d10 + 9) piercing damage plus 11 (2d10) poison damage. If the target is a creature and the wurm has less than five creatures grappled, the target is grappled (escape DC 20). Until the grapple ends, the target is restrained. If the wurm has five creatures grappled, it can only make bite attacks against those creatures. Elemental Outburst (Recharge 5-6). The wurm hurls a burst of elemental energy at a point it can see within 120 feet of it. Each creature in a 30-foot-radius sphere centered on that point must make a DC 24 Dexterity saving throw, taking 54 (12d8) acid, cold, fire, lightning or poison damage (the wurm's choice) 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 22 (4d10) damage of the type it is immune to (see Wurm's Invulnerability above) at the start of each of the wurm's turns. A wurm can have only one creature swallowed at a time.
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The gigantic wurm hydra bears five long necks, each of which has a slavering maw. In battle, these heads frantically lunge at enemies and lash out wildly. In a frenzied competition, each head pulls the body in a different direction in an attempt to get the first taste of fresh meat and deny the others the same. Once satisfied, the wurm steadies for a single head to attack and devour its prey. |
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