Conqueror Worm | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Conqueror Worm CR: 1/2 (100xp)

Large monstrosity, chaotic neutral
Armor Class: 13 (natural armor)
Evasion Class 12
Armor Reduction -3
Hit Points: 25 3d10+9
Moral 9 2d6
Speed: 40 ft , burrow: 30 ft

STR

18 +4

DEX

7 -2

CON

16 +3

INT

1 -5

WIS

8 -1

CHA

3 -4

Condition Immunities: frightened
Senses: blindsight 30 ft., tremorsense 60 ft., passive Perception 9
Challenge Rating: 1/2 (100xp)

Servant of Madness. The conqueror worm can sense any creature within two miles that is suffering from any form of madness. It is drawn to such creatures and regards them as allies. Tunneler. The conqueror worm can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.

Actions

Bite. Melee Weapon Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 1d10+4 piercing damage. If the target is a Medium creature or smaller, it must succeed on a DC 11 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 2d4 acid damage at the start of the worm’s turns. The worm can have only one target swallowed at a time. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

The floor erupts in a blast of rubble. A blood red worm rears above you from the pit, its maw opening and closing like grasping fingers.
Drawn By Madness. Nobody is certain where conqueror worms originated, but some scholars believe demons brought them to the Material Plane to aid in the destruction of organized societies. The worms are drawn to madness, and they show up in places where the rule of law and reason is already at its most fragile.

Created by

Gwen0100.

Statblock Type

Monster

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