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.

medium
monstrosity
cr3
tome-of-horrors