Crater Wurm

Level 11 Solo Gargantuan Nightmare

M300
STR ++
Tunneler.

The Wurm is made up of a heavily armoured head and medium armour body. Represent these with two different minis. When the head emerges the body will follow after the head burrows back in. The body stays in place until the head emerges in a new place.

Massive strength.

Immune to prone and hampered.

Spiked body.

Attacks against the body that miss inflict 10 damage against the attacker.

Swallowed.

A target swallowed by a high bite attack takes 20 damage at the start of their turn, are blinded, grappled and dazed. The wurm has no armour from attacks made by swallowed targets.

Choose one.
  • Breach.

    The head emerges anywhere, then all creatures in reach 1, 10 damage, 1 push and prone, DC 15 Str save for half damage and no prone.

  • Massive jaws.

    The head moves 3, then attack reach 3, 1d20+20, on a roll of 17+ the target is swallowed.

  • Regurgitate (reaction).

    A target who does 30+ damage in a turn is immediately pushed 6.

  • Submerge.

    The head disappears and is replaced by the body.

  • Death throes (while dying).

    All terrain within 4 of the head and body are difficult terrain. The head and body both attack all heroes in reach 4, 1d10+10. On hit: pull 4. On crit: prone.

BLOODIED:

150 HP. The wurm's hard casing has been shattered, it's driven into a frenzy. It loses armour where the last blow fell (body or head). Until it dies it can emerge and bite on the same action.

LAST STAND:

The wurm is dying. 110 damage and it dies. Until it does it goes into its death throes which threaten to swallow heroes into a thrashing whirpool of wurm and ground. Every action is death throes.

DM note: represent the body with a long arch. We're going for Loch Ness monster arched back vibes here. Regurgitation while underground is an interesting possibility that should be improvised. Death throes are dangerous for melee attackers, if the heroes can get away they've won.