Bore Worm

(Waterdeep: Dungeon of the Mad Mage)

Gargantuan construct, Unaligned

Armor Class18 (natural armor)
Hit Points247 (15d20 + 90)
Speed50 ft., burrow 30 ft.
STRDEXCONINTWISCHA
28 (+9) 7 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3)
Saving ThrowsCon +11, Wis +4
Skills—
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiespoison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine
Condition Immunitiesblinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned; prone
Sensesblindsight 30 ft., tremorsense 60 ft., passive Perception 9
Languages—
Challenge16

Traits

Tunneler.

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

Regeneration.

The worm regains 10 hit points at the start of each of its turns if it has at least 1 hit point.

Actions

Multiattack.

The worm makes two attacks: one with its grinding jaws and one with its stinger.

Grinding Jaws.

Melee Attack Roll: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage.

Tail Stinger.

Melee Attack Roll: +14 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.