Ferrous Worm
Medium monstrosity, unaligned
Armor Class
16 (natural armor)
Hit Points
27 (5d8 + 2)
Speed
30 ft., burrow 30 ft.
STR
13 (+1)
DEX
17 (+3)
CON
12 (+1)
INT
12 (+1)
WIS
13 (+1)
CHA
5 (-3)
Condition Immunities
prone
Senses
darkvision 60 ft., tremorsense 60 ft., passive Perception 14
Saving Throws
Con +3
Skills
Perception +3, Stealth +7
Languages
--
Challenge
3 (700 XP)
Earth Glide. The ferrous worm can burrow through nonmagical, unworked earth and stone. While doing so, the ferrous worm doesn’t disturb the material it moves through.
Camouflage. The ferrous worm has advantage on Dexterity (Stealth) checks made to hide in rocky terrain and treasure piles.
Treasure Sense. The ferrous worm can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and take an additional 10 (3d6) poison damage each day until cured. The poison can only be cured by magical means such as lesser restoration.