Uncommon N Gargantuan Amphibious Animal
Senses 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
Speed 40 feet, burrow 40 feet, swim 60 feet
Melee jaws +31 (deadly 2d10, reach 15 feet), Damage 3d12+16 piercing plus Improved Grab
Melee stinger +31 (agile, poison, reach 15 feet), Damage 4d6+16 piercing plus azure worm venom
Melee body +29 (reach 15 feet), Damage 2d8+14 bludgeoning
Azure 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 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 Trigger The worm Grabs a creature. Effect The worm uses Swallow Whole.
Swallow Whole Huge, 3d8+10 bludgeoning, Rupture 27
Thrash As purple 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, floor, 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 underground-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 an underground settlement, the inhabitants quickly establishing a hunting party to deal with the menace before it can bring ruin.