Free interactive D&D 5e SRD stat block

Purple Worm

Gargantuan Monstrosity, CR 15, AC 18, 247 HP. Unaligned.

Gargantuan Monstrosity, Unaligned

AC
18
Initiative
+3 (13)
HP
247 (15d20+90)
Speed
50 ft., Burrow 50 ft.
ScoreModSave
STR 28 +9 +9
DEX 7 -2 -2
CON 22 +6 +11
INT 1 -5 -5
WIS 8 -1 +4
CHA 4 -3 -3
Senses
Blindsight 30 ft.; Tremorsense 60 ft.; Passive Perception 9
Languages
None
CR
15 (XP 13,000; PB +5)

Traits

Tunneler. The worm can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multiattack. The worm makes one Bite attack and one Tail Stinger attack.

Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 22 (3d8+9) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 19), and it has the Restrained condition until the grapple ends.

Tail Stinger. Melee Attack Roll: +14, reach 10 ft. Hit: 16 (2d6+9) Piercing damage plus 35 (10d6) Poison damage.

Bonus Actions

Swallow. Strength Saving Throw: DC 19, one Large or smaller creature Grappled by the worm (it can have up to three creatures swallowed at a time). Failure: The target is swallowed by the worm, and the Grappled condition ends. A swallowed creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the worm, and takes 17 (5d6) Acid damage at the start of each of the worm's turns.
 If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the worm and has the Prone condition. If the worm dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 20 feet of movement, exiting Prone.

How to run Purple Worm

A purple worm is the Underdark's answer to weather. CR 15, AC 18, 247 HP, walk 50 ft., burrow 50 ft., Tunneler carves through solid rock at half burrow speed leaving a 10-foot tunnel. Tremorsense 60 ft. plus Blindsight 30 ft. means the worm knows where the party is the moment they step on stone, so there is no surprising it from the ground.

The opener is the burst. The worm erupts out of the floor in the middle of the marching order, which puts every PC within 10-foot reach of the Bite. Bite is +14 for 22 piercing and grapples Large or smaller targets on a hit (escape DC 19), with Restrained until the grapple ends. Tail Stinger is a separate +14 attack for 16 piercing plus 35 poison, which on an average roll one-shots most mid-tier squishies. Multiattack is one Bite plus one Tail Stinger. Round one: Bite the front line and grapple, Tail Stinger the cleric in the back row, then bonus action Swallow on the grappled PC (DC 19 Strength). Inside the worm: Blinded, Restrained, Total Cover from outside, 17 acid at the start of each of the worm's turns, up to three creatures at once.

The swallow rule is the encounter's clock. If the party deals 30+ damage from inside in a single turn, the worm makes a DC 21 Con save or regurgitates everyone Prone within 5 feet. So the swallowed PC's loop is: hit hard, hope the worm fails, get spat out. The party outside is racing against acid damage with 247 HP between them and rescue. Let the cleric in the gut decide between healing themselves and continuing to attack.

The worm does not flee. Int 1, no self-preservation. If it is taking too much damage in one spot, it burrows into a wall, comes out elsewhere on the map, and starts again. Use the tunnel. The 10-foot bore means the party can chase if they survive, and the worm's lair is wherever it last stopped.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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