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Monster

Marrowmaw Delver-Wyrm

The Marrow Roads were not entirely carved by dwarven hands. Some of the great galleries are wounds — the wake of a Gargantuan blind burrower whose maw is a mill of fungal teeth threaded through with living Weave, eating road and titan-bone alike and leaving the tunnels the Hollowed Court would later inherit.

CR
16 (XP 15,000)
Type
Monstrosity
AC
18
HP
310
Habitat
Mycelial Deep

Gargantuan Monstrosity, Unaligned

AC 18 Initiative +0 (10)
HP 310 (20d20 + 100)
Speed 40 ft., burrow 40 ft.

STR 26 +8 / +13DEX 10 +0 / +0CON 20 +5 / +10INT 3 -4 / -4WIS 12 +1 / +1CHA 6 -2 / -2

Resistances Bludgeoning, Piercing, Slashing
Immunities Poison; Blinded, Deafened, Poisoned
Senses Blindsight 60 ft., Tremorsense 120 ft.; Passive Perception 11
Languages None
CR 16 (XP 15,000; PB +5)

Traits

Tunneler. The delver-wyrm can burrow through solid rock and bone at half its Burrow Speed, leaving a 15-foot-diameter tunnel in its wake.

Siege Monster. The delver-wyrm deals double damage to objects and structures.

Actions

Multiattack. The delver-wyrm makes two Bite attacks and one Tail Slam attack.

Bite. Melee Attack Roll: +13, reach 10 ft. Hit: 26 (4d8 + 8) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 18), and it has the Restrained condition until the grapple ends.

Tail Slam. Melee Attack Roll: +13, reach 20 ft. Hit: 21 (3d8 + 8) Bludgeoning damage, and the target has the Prone condition.

Swallow. The delver-wyrm makes one Bite attack against a Large or smaller creature it is Grappling. On a hit, the target is swallowed, and the grapple ends. A swallowed creature has the Blinded and Restrained conditions, has Cover against attacks from outside, and takes 21 (6d6) Acid damage at the start of each of the wyrm's turns. If the wyrm takes 40 damage or more on a single turn from a creature inside it, the wyrm regurgitates all swallowed creatures, which fall Prone in a space within 10 feet. If the wyrm dies, a swallowed creature is no longer Restrained and can escape using 20 feet of movement, exiting Prone.

Weave Surge (Recharge 5–6). The wyrm floods the surrounding stone with a pulse of living Weave. Dexterity Saving Throw: DC 18, each creature on the ground within 30 feet of the wyrm. Failure: 45 (10d8) Bludgeoning damage, and the target has the Prone condition. Success: Half damage only.

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