b'Death Worm \n'b'  Large   monstrosity ,  unaligned  \n'b'  Armor Class  15 (natural armor)  Hit Points  59 (7d10 + 21)  Speed  20 ft., burrow 10 ft.\n'b' STATS STR: 18 (+4) DEX:  13 (+1)  CON:  16 (+3)  INT:  3 (-4)  WIS:  11 (+0)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Wis  +3  Condition Immunities  blindness,  prone   Senses  tremorsense 60 ft., passive  Perception  10  Languages  \xe2\x80\x93  Challenge  3 (700 XP) \n'b' ACTIONS \n'b'\n'b'  Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one creature.  Hit : 9 (1d10 + 4) piercing damage plus 4 (1d8) acid damage. \n'b'  Acid Spit (recharge 5-6) . All creatures along a five-foot-wide, 30-foot-long line extending from the death worm must succeed on a DC 11  Dexterity  saving throw or take 14 (4d6) acid damage. \n'b'  Lightning (recharge 6) . All creatures along a five-foot-wide, 20-foot-long line extending from the death worm must make a DC 11  Dexterity  saving throw, taking 18 (4d8) lightning damage on a failure, or half as much on a success. \n'b'\n'b' ABOUT \n'b' Terrors of the open sands, death worms are dun-and-beige colored worms related to purple worms. They lair deep beneath the ground where sand meets bedrock, where they carve out a small hollow in which to lay their eggs. Those who regularly travel the sandy wastes know the areas hunted by these lethal vermiforms and avoid them. Some desert cultures hold that the death worms are lesser demons and send their heroes out to slay the beasts \xe2\x80\x93 a good way to rid a tribe of excess heroes.'