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Century Worm

T
he century worm is patient; it moves slowly Century Worm Tactics
when not on the hunt, conserving energy. The
worm waits a hundred years between its first An immature century worm never surfaces unless forced to,
meal and its second, and frequently passes instead using its earth quaker trait to creatue fissures, then
years or decades between meals, content to sit when a creature falls in positioning itself beneath and using
and digest, buried deep within the earth. its Swallow Earth ability and retreating if it takes 20 or more
Eventually, however, the century worm damage in a turn.
reaches reproductive age, and the pace of its life accelerates. A century worm heavy with young, however, must feed
Suddenly, the worm's interior is full of thousands of mewling urgently. It begins combat the same way, but as soon as it
spawn, each wanting a meal of its own, and the worm is takes damage uses its Terror From the Deep and begins
overcome with a ravenous hunger that drives it to swallow swallowing every creature it can reach as quickly as possible.
entire villages. It uses its Wriggling Progeny each round ordinarily, but if
forced to make one or more saves due to internal damage
Century Worm Lore begins using its bile surge until its meal calms down.
It typically uses its spit bile only when it has advantage
Nature DC 10: Like many worms, the century worm can be from its Bile Surge legendary action, or if has no foes in
forced to surface by driving an electrical current through the biting range. Whenever possible, it ends its turn underground
ground around it, confusing its sense of direction. for protection. When it uses its Writhing Dive, it burrows
Nature DC 15: The century worm's stomach doubles as its straight down to leave as inconvenient a hole as possible.
womb, full of larvae nourished on its caustic bile. Creatures
unlucky enough to survive being swallowed are infested with Encounter Groups
the fetal worms; the creature invariably dies shortly
thereafter, but the spawn takes up to a century to fully CR 26 Encounter 39,200 XP
consume and digest it. 1 Century Worm (CR 19)
Nature DC 20: Much like certain parsites known to infest 1 Larva Mage (CR 16)
insects, the parasitic larvae hijack a host's senses and 10 Derro Crawlers (CR M4)
desires, making it crave the pressing dark of the grave.
Century Worm If the worm takes 30 damage or more on a single turn
from a creature inside it, the worm must succeed on a
Gargantuan monstrosity, unaligned
DC 21 Constitution saving throw at the end of that
Armor Class 18 (Natural Armor) turn or regurgitate all swallowed creatures, which fall
Hit Points 346 (21d20 + 126) prone in a space within 10 feet of the worm. If the
Speed 50 ft., burrow 30 ft. 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.
STR DEX CON INT WIS CHA Spit Bile. Ranged Weapon Attack: +6 to hit, range 30 ft.,
29 (+9) 11 (+0) 23 (+6) 6 (-2) 14 (+2) 8 (-1) one target. Hit: 27 (6d8) acid damage. Additionally on
a hit, if the target is wearing nonmagical armor, it takes
Saving Throws CON +12, WIS +8 a permanent and cumulative −1 penalty to the AC it
Damage Resistances Weapon attacks not made from offers. Armor reduced to an AC of 10 is destroyed.
inside it Swallow Earth. While burrowing no more than 20 feet
Senses Blindsight 30 ft., Tremorsense 60 ft., Passive beneath the surface, the worm begins to swallow the
Perception 12 earth above it. A 5 foot radius pit appears on the
Languages Wormscream surface above the worm; each creature in the area must
Challenge 19 (22,000 XP) succeed on a DC 20 Dexterity saving throw or fall in
and have the worm immediately make a bite attack
Tunneler. The worm can burrow through solid rock at against it, or move to the nearest adjacent space on a
half its burrow speed and leaves a 10-foot-diameter success.
tunnel in its wake. Terror From the Deep (Recharge 5-6). The worm moves
Earth Quaker. When the worm burrows 30 feet or fewer up to its burrow speed, then bursts from underground
below the surface, 10 foot wide, 10 foot deep fissures thrashing in a flurry of debris. Each creature in a 15
open at the surface above where it passes. Creatures in foot radius must succeed on a DC 20 Dexterity saving
the space where a fissure opens must succeed on a DC throw or take 35 (10d6) bludgeoning damage and be
20 Dexterity saving throw or fall prone in the trench. knocked prone, or half damage on a success. As a
On a success, a creature may use its reaction to move bonus action, the worm may make a bite attack against
up to 10 feet to avoid falling in. a creature that failed this saving throw.
Worm Keening. At the beginning of the worm's turn, Legendary Actions
each creature within 30 feet of the worm takes 18
(4d8) thunder damage and is deafened. Structures in The worm can take 3 legendary actions, choosing from
the area instead take maximum damage. the options below.

Shock Sensitivity. If the worm, or the ground within 30 Writhing Dive. The century worm moves up to half its
feet of it is subjected to lightning damage, it cannot burrow speed. Each creature that makes an attack of
use its Terror From the Deep or Swallow Earth actions opportunity provoked by this movement must succeed
on its next turn, and must use all of its movement to on a DC 20 Dexterity saving throw or fall into the
surface. tunnel left in its wake.
Implacable. If the worm fails a saving throw, it can Bile Surge (Costs 2 Actions). Each creature swallowed by
choose to succeed instead. If it does, it loses 25 hit the century worm must succeed on a DC 20
points. Constitution saving throw or take 22 (5d8) acid
damage. On the worm's following turn, attacks it
Actions makes with its Spit Bile are at advantage.
Multiattack. The worm attacks twice with its Spit Bile. Wriggling Progeny (Costs 2 Actions). Each creature
swallowed by the century worm must succeed on a DC
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., 20 Constitution saving throw or have its Constitution
one target. Hit: 31 (4d10 + 9) piercing damage. If the modifier reduced by 1d6, to a minimum of 1. A
target is a Large or smaller creature, it must succeed on creature that has its Constitution modifier reduced to 1
a DC 19 Dexterity saving throw or be swallowed by the in this way takes 28 (8d6) piercing damage and has a
worm. A swallowed creature is Blinded and restrained, century worm larva burrow into its body and attach to
it has total cover against attacks and other effects its spine, then is ejected from the century worm.
outside the worm.
While it has a larva burrowed in it, a creature is
Charmed by the worm and must use its action to dash
each turn until it finds soft earth in which to dig a hole
and bury itself alive.
Art Credits You Found the Free Books!
Massacre Wurm by Jason Chan
Bisk, Goblin King by Rae Elderidge

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