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Azure Worm

The azure worm is a deep-blue creature that is more at home in flooded tunnels than dry caves. While an azure worm is a strong swimmer, it prefers to lie in wait within the walls, door, or even ceiling of flooded caverns, ready to spring out and ambush creatures swimming past its hiding spot. The azure worm is particularly hated and feared by Darklands-dwelling cultures, due to the fact that an azure worm that burrows into a tunnel often brings with it waters from the submerged river or lake it calls home. When it becomes obvious that an azure worm is near a Darklands settlement, the inhabitants quickly establishing a hunting party to deal with the menace before it can bring ruin.

Recall Knowledge (Nature): DC 36

Azure WormCreature 15

UncommonNGargantuanAmphibiousAnimal
Source Bestiary pg. 57
Perception +22; darkvision, tremorsense (imprecise) 100 feet
Skills Athletics +33, Stealth +20 (+25 in water)
Str +10, Dex -1, Con +8, Int -5, Wis -1, Cha -1
AC 35, Fort +32, Ref +20, Will +23
HP 320
Inexorable The azure worm recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It’s also immune to penalties to its Speeds and the immobilized condition, and it ignores difficult terrain and greater difficult terrain.
Shake It Off ReactionReaction Frequency once per day; Trigger The azure worm would be affected by a condition or adverse effect (such as baleful polymorph). Effect The azure worm negates the triggering condition or effect. Effects from artifacts, deities, or a similarly powerful source can’t be avoided in this way.
Speed 40 feet, burrow 40 feet, swim 60 feet
Melee Single ActionSingle Action jaw +31 (deadly 2d10, reach 15 feet), Damage 3d12+16 piercing plus Improved GrabMelee Single ActionSingle Action stinger +31 (agile, poison, reach 15 feet), Damage 4d6+16 piercing plus azure worm venomMelee Single ActionSingle Action body +29 (reach 15 feet), Damage 2d8+14 bludgeoningAzure Worm Venom (poison) Saving Throw DC 37 Fortitude, Maximum Duration 6 rounds; Stage 1 3d6 poison damage and clumsy 2 (1 round); Stage 2 4d6 poison damage and clumsy 2 (1 round); Stage 3 6d6 poison damage and clumsy 2 (1 round)Breach Two ActionsTwo Actions The azure worm Swims up to its swim Speed, then Leaps vertically out of the water up to 30 feet, making a Strike against a creature at the apex of the jump (this lets it attack a creature within 45 feet of the water’s surface). After the Strike, the worm splashes back down. It can use Improved Grab on this Strike and follow it up with Fast Swallow.Fast Swallow ReactionReaction Trigger The worm Grabs a creature. Effect The worm uses Swallow Whole.Swallow Whole Single ActionSingle Action Huge, 3d8+10 bludgeoning, Rupture 27Thrash Two ActionsTwo Actions The worm makes a Strike once against each creature in its reach. It can Strike up to once with its jaws, up to once with its stinger, and any number of times with its body. Each attack counts toward the worm’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after it makes all the attacks.

All Monsters in "Cave Worm"

NameLevel
Azure Worm15
Crimson Worm18
Purple Worm13

Cave Worm

Source Bestiary pg. 56
Cave worms are gigantic scavengers that bore through the depths of the world, eating whatever material they find. Named for their distinctive colorations, these worms are ravenous and display overwhelming destructive capabilities. Cave worms of different colors and abilities lurk in the more remote corners of the world—tales speak of white worms that dwell within immense glaciers or icebergs and gray worms that burrow through the boneyards of long-forgotten ruins, to name a few.

Belly of the Beast

The adventure need not end simply because the party was ingloriously swallowed whole by a giant cave worm. Perhaps the PCs find an undigested item that helps them survive the inhospitable environ, or maybe the worm regurgitates them in a cavern far off from where they started. Whatever the specifics, you can easily draw from folklore and popular fiction to create your own "belly of the worm" adventure for heroes who wind up on the wrong side of the monster’s scales.

Cave Worm Guardians

Cave worms are notoriously dim witted, driven primarily by purely animalistic needs to feed and reproduce. This hasn’t prevented attempts to use them as guardians for their lairs, if not to tame them. Magic can be used to maintain control over a worm, but gifted, patient, and brave animal trainers can condition cave worms to serve in all manner of roles, such as living siege engines, shocking methods of executing foes, or merely pets.

Notorious Worms

Some societies view the immense cave worms as natural disasters or incarnations of wrathful gods. Cave worms that have been active in a region often become part of that area’s local lore. For example, in the notorious Cinderlands of eastern Varisia, Shoanti have long told tales of Cindermaw, an immense crimson worm viewed by some as worthy of worship, and by others as the ultimate test of bravery.

Ravenous Tunnelers

Cave worms are infamous for being nearly unstoppable and for swallowing their prey whole. A cave worm also ingests earth and minerals as it tunnels. The worm processes some of these minerals, resulting in its armored hide and toxic sting, while it leaves others behind—often including treasure or other valuables that incidentally serve to lure explorers into the worm’s proximity and, more often than not, its gullet. While not completely mindless, cave worms are difficult to train, and most attempts to domesticate them (in theory, a cave worm would make an excellent mining resource) result in disaster.