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Autochthon Wurm

Across the face of Ravnica there are hundreds, if not thousands, of different sources of terror for the everyday Ravnican populace. Rakdos butcher cults, the rampaging hordes of the Gruul, and the terrifying genetic manipulations of the Simic are only a few among the many concerns that a Ravnican citizen must hold above their heads each day. But among all of these horrors, there are few as titanically destructive as the autochthon wurm, a wurm of incredible size and strength almost entirely unmatched in all of the massive world of Ravnica, which has been tamed and serves at the behest of the Selesnya Conclave.   Force of Natural Disaster Under its own circumstances, the autochthon wurm rarely ventures to the surface of Ravnica, instead spending the majority of its time in tunnels of its own creation beneath the earth. Here the wurm lives, sleeps, and eats, feeding on any creature which is too slow to move out of the way of the wurm’s considerable bulk. The wurm must search for creatures of a size large enough to stampede city blocks to sate its appetite, or else remain roaming constantly without the chance for rest, or else it risks starving as it sleeps. When the wurm does breach the surface, it runs riot over large portions of the massive city sprawl which covers all of Ravnica, destroying any buildings which stand in its way. This destructive power is terrifying to everyone except those who name themselves a member of the Selesnya, which tamed the beast centuries ago, and have had dominion over it ever since.   Cherished Member of the Guild For the Selesnya Conclave, the autochthon wurm does not represent a threat to livelihood or life itself, but is instead an honored and revered member of their guild. Few other members of the Selesnya have been with the guild for as long as the wurm, whose definite age is unknown. When it first rose to the surface millenia ago, the wurm was half the size it is now, and presented a threat so unique that several guilds worked together in collaboration to try and defeat it, in an ultimately futile show of unification. In the end, when the Selesnya finally arrived on the scene, they were able to use their druidic magic to sway the wurm back beneath the ground, directly underneath Vitar Yescu, the enormous tree-home of the Selesnyan Conclave. Here it rested, and was eventually tamed by the same magic which led it to sleep.  

Autochthon Wurm

Across the face of Ravnica there are hundreds, if not thousands, of different sources of terror for the everyday Ravnican populace. Rakdos butcher cults, the rampaging hordes of the Gruul, and the terrifying genetic manipulations of the Simic are only a few among the many concerns that a Ravnican citizen must hold above their heads each day. But among all of these horrors, there are few as titanically destructive as the autochthon wurm, a wurm of incredible size and strength almost entirely unmatched in all of the massive world of Ravnica, which has been tamed and serves at the behest of the Selesnya Conclave.


Armor Class18 (natural armor)
Hit Points 38d20+380
Speed60 ft.Burrow 120 ft.
Strength30 (+10)
Dexterity14 (+2)
Constitution30 (+10)
Intelligence3 (-4)
Wisdom18 (+4)
Charisma10 (+0)
Saving ThrowsStrength d20+19 Constitution d20+19
Condition ImmunitiesExhaustionFrightenedProne
SensesDarkvision 120 ft.Passive Perception 14
Languages---
Challenge30 (155000 XP)
Special 1ConvokeAny creature within 15 feet of the wurm can use its action tomake a DC 17 Charisma saving throw.
On a success, the next time the wurm hits with a melee weapon attack,the attack deals an additional die of damage
Special 2Legendary Resistance (4/day)If the wurm fails a saving throw,it can choose to succeed instead
Special 3MassiveWhenever the wurm moves through another creature's space,the creature must make a DC 27 Dexterity saving throw
or take 4d8 bludgeoning damage.In addition, the wurm can not make opportunity attacksagainst creatures of Large size or smaller
Special 4Siege MonsterThe wurm deals double damage to objects and structures
Special 5TrampleWhen the wurm reduces a creature to 0 hit pointswith a melee weapon attack,
any remaining damage from the attack may insteadbe dealt to another target within reach
Special 6TunnelerThe wurm can burrow through solid rock at half itsburrow speed and leaves a 30-foot diameter tunnel in its wake
Action 1MultiattackThe wurm makes four attacks:three with its slam and one with its bite
Action 2BiteMelee Weapon Attack d20+19 to hit
Reach 20 ft., one targetHit 8d6+10 piercing damage.If the target is a huge or smaller creature,it must make a DC 27 Strength saving throw or be swallowed.
A swallowed creature automatically takes 2d6+10 piercing damageat the start of each of its turns and canuse its action to attempt another.Strength saving throw, escaping on a success.
A creature has advantage on this saving throwif the wurm made a bite attack last round
Action 3SlamMelee Weapon Attack d20+19 to hit
Reach 15 ft., one targetHit 8d8+10 bludgeoning damage,and the target must make a DC 27 Strength saving throwor be pushed 10 feet and knocked prone
Action 4WritheThe wurm shakes and twists its body,battering everything surrounding it.
The wurm makes a single slam attack with disadvantage against each creature,object, and structure within 30 feet of it,dealing half damage on a hit
Legendary ActionsThe wurm can take 3 legendary actions,choosing from the options below.Only one legendary action option can be used at a time
and only at the end of another creature's turn.The wurm regains spent legendaryactions at the start of its turn
Legendary Action 1BiteThe wurm makes a bite attack
Legendary Action 2Slam (Costs 2 Actions)The wurm makes a slam attack
Legendary Action 3Writhe (Costs 3 Actions)The wurm makes a writhe attack

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