Bileworm

Large • Beast • Unaligned

Armor Class 14

Hit Points 67 (9d10 + 18)

Speed 20 ft., burrow 20 ft., climb 10 ft.

Initiative -2 (8)

STRDEXCONINTWISCHA
17 (+3)7 (-2)14 (+2)2 (-4)8 (-1)5 (-3)

Condition Immunities blinded, deafened

Senses blindsight 20 ft., tremorsense 60 ft., passive Perception 9

Languages

CR 3 (XP 700; PB +2)

A massive worm-like beast with dark spiked armor and rows of sharp teeth within a gaping maw.

Bile Pheromone. The worm knows the exact location of any creature that has come into contact with its or any other worm’s Sticky Bile within the last hour, provided that the creature is within 500 feet of the worm.

Limited Movement. While the worm is grappling a creature, it can't use its burrow or climbing speed.

Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 3-foot-diameter tunnel in its wake.

ACTIONS

Bite. Melee Weapon Attack: +5, reach 5 ft. Hit: 18 (4d6 + 3) piercing damage. If the target is a creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the worm can't use its Bite or Sticky Bile on another target.

Sticky Bile. Ranged Weapon Attack: +4, range 20/40 ft. Hit: The target’s speed is halved until it takes an action to end the effect. If the target spends a turn without moving while affected, its speed is reduced to 0, and it can only remove the effect by spending an action and succeeding on a DC 12 Strength check.

BONUS ACTIONS

Death Roll. Strength Saving Throw: DC 13, one creature grappled by the worm. Failure: The target takes 10 (3d6) slashing damage and is knocked prone. Success: Half damage.

Bileworm

Large • Beast • Unaligned

Armor Class 13

Hit Points 26 (4d10 + 4)

Speed 20 ft., burrow 20 ft., climb 10 ft.

Initiative -2 (8)

STRDEXCONINTWISCHA
15 (+2)7 (-2)12 (+1)2 (-4)8 (-1)5 (-3)

Condition Immunities blinded, deafened

Senses blindsight 10 ft., tremorsense 60 ft., passive Perception 9

Languages

CR 1/2 (XP 100; PB +2)

A massive worm-like beast with dark spiked armor and rows of sharp teeth within a gaping maw.

Bile Pheromone. The worm knows the exact location of any creature that has come into contact with its or any other worm’s Sticky Bile within the last hour, provided that the creature is within 100 feet of the worm.

Limited Movement. While the worm is grappling a creature, it can't use its burrow or climbing speed.

Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 3-foot-diameter tunnel in its wake.

ACTIONS

Bite. Melee Weapon Attack: +4, reach 5 ft. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the worm can't use its Bite or Sticky Bile on another target.

Sticky Bile. Ranged Weapon Attack: +3, range 20/40 ft. Hit: The target’s speed is halved until it takes an action to end the effect. If the target spends a turn without moving while affected, its speed is reduced to 0, and it can only remove the effect by spending an action and succeeding on a DC 11 Strength check.

BONUS ACTIONS

Death Roll. Strength Saving Throw: DC 14, one creature grappled by the worm. Failure: The target takes 3 (1d6) slashing damage and is knocked prone. Success: Half damage.

Bileworm

Large • Beast • Unaligned

Armor Class 15

Hit Points 127 (15d10 + 45)

Speed 20 ft., burrow 20 ft., climb 10 ft.

Initiative -2 (8)

STRDEXCONINTWISCHA
19 (+4)7 (-2)16 (+3)2 (-4)8 (-1)5 (-3)

Condition Immunities blinded, deafened

Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9

Languages

CR 6 (XP 2,300; PB +3)

A massive worm-like beast with dark spiked armor and rows of sharp teeth within a gaping maw.

Bile Pheromone. The worm knows the exact location of any creature that has come into contact with its or any other worm’s Sticky Bile within the last hour, provided that the creature is within 1000 feet of the worm.

Limited Movement. While the worm is grappling a creature, it can't use its burrow or climbing speed.

Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 3-foot-diameter tunnel in its wake.

ACTIONS

Bite. Melee Weapon Attack: +7, reach 5 ft. Hit: 25 (6d6 + 4) piercing damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the worm can't use its Bite or Sticky Bile on another target.

Sticky Bile. Ranged Weapon Attack: +6, range 20/40 ft. Hit: The target’s speed is halved until it takes an action to end the effect. If the target spends a turn without moving while affected, its speed is reduced to 0, and it can only remove the effect by spending an action and succeeding on a DC 14 Strength check.

BONUS ACTIONS

Death Roll. Strength Saving Throw: DC 15, one creature grappled by the worm. Failure: The target takes 18 (4d8) slashing damage and is knocked prone. Success: Half damage.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.