Sources
CR
Type
Size
Alignment
Movement

Wurm

Huge Monstrosity, Unaligned

Armor Class 18 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 50 ft., burrow 30 ft.
STR
24
+7
DEX
10
+0
CON
22
+6
INT
3
-4
WIS
12
+1
CHA
4
-3
Saving Throws CON +11, WIS +6
Senses blindsight 60 ft., tremorsense 60 ft., passive Perception 11
Languages
Challenge 14 (11,500 XP)

Traits

Siege Monster. The wurm deals double damage to objects and structures.

Earth Tremors. The wurm creates earth tremors as it moves overland or underground. Any creature that comes within 30 feet of the moving wurm for the first time on a turn must succeed on a DC 20 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone. Any structure or object anchored to the ground that comes within 30 feet of the moving wurm for the first time on a turn takes 10 (3d6) force damage.

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

Actions

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit:24 (5d6 + 7) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the wurm. A swallowed creature is blinded and restrained, has Cover against attacks and other effects outside the wurm, and takes 17 (5d6) acid damage at the start of each of the wurm's turns. If the wurm takes 30 damage or more on a single turn from a creature inside it, the wurm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wurm. If the wurm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Lore

Wurms are huge creatures that resemble limbless, wingless dragons. They burrow through the earth and eat virtually anything they come across, and their movement accounts for much of the destruction in the rubblebelt regions of Ravnica. A wurm burrows through loose earth by using deep sonic vibrations to liquefy the earth in front of it and swim through the area. The soil resolidifies and closes behind it. Moving through rock is slower and more difficult, and the wurm leaves a tunnel in its…