Grimworm (5e Creature)

Grimworm

Huge fiend, neutral evil


Armor Class 16 (natural armour)
Hit Points 184 (16d12 + 80)
Speed 50 ft., burrow 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 7 (-2) 20 (+5) 10 (+0) 14 (+2) 15 (+2)

Skills Deception +6
Damage Resistances acid, cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities poisoned
Senses blindsight 10 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 12
Languages Abyssal, Infernal
Challenge 10 (5,900 XP)


Innate Spellcasting. The grimworm's innate spellcasting ability is Charisma (spell save DC 14). The grimworm can cast the following spells, ignoring somatic and material components:

At will: invisibility, see invisibility
3/day each: fireball, scorching ray
1/day: wall of fire

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

ACTIONS

Multiattack. The grimworm makes three attacks: one with its bite, and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage.


Grimworms are large fiends with gaping maws that can be found tunnelling throughout the Lower Planes. They resemble massive red worms with black-streaked shells, and bulbous black eyes that shine with malevolent intellect and a vicious killer's instinct. They trap prey with fire, then devour it with their fangs and clawed arms which they tuck close to their bodies while digging. They attack anything they think they can eat, but they prefer lone targets, and they retreat if a potential meal proves especially powerful. Grimworms strike suddenly, eat anything in their paths, then disappear into the ground. Some grimworms gather in groups or form alliances with other fiends, acting as shock troops in exchange for food, but most are solitary for their entire lives.


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