b'Annelidast \n'b'  Huge   monstrosity ,  unaligned  \n'b'  Armor Class  18 (natural armor)  Hit Points  184 (16d12 + 80)  Speed  40 ft., burrow 30 ft.\n'b' STATS STR: 26 (+8) DEX:  10 (+0)  CON:  20 (+5)  INT:  1 (-5)  WIS:  10 (+0)  CHA:  4 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +9,  Wis  +4  Damage Resistances  lightning  Damage Immunities  poison; bludgeoning from nonmagical attacks  Condition Immunities   poisoned   Senses  tremorsense 120 ft., passive  Perception  10  Languages  \xe2\x80\x94  Challenge  12 (8,400 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Deep Earth Dweller . The annelidast doesn\xe2\x80\x99t require air. \n'b'  Primordial Aura . A creature that starts its turn within 30 feet of the annelidast must succeed on a DC 17  Constitution  saving throw or take 7 (2d6) poison damage. A creature that finishes a long rest within 1,000 feet of the annelidast must succeed on a DC 17  Constitution  saving throw or develop tumors across its body and become  poisoned  until the tumors are removed by the  greater restoration  spell or similar magic. \n'b'  Tunneler . The annelidast can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The annelidast makes three Slam attacks. \n'b'  Slam .  Melee Weapon Attack : +12 to hit, reach 10 ft., one target.  Hit : 21 (2d12 + 8) bludgeoning damage, and if the target is a creature, it must succeed on a DC 17  Strength  saving throw or be pushed up to 15 feet away from the annelidast. A creature  restrained  by the annelidast automatically succeeds on this saving throw. \n'b'  Crush (Recharge 5\xe2\x80\x936) . The annelidast launches most of its massive bulk into the air and crashes down on the ground in a 20-foot line that is 10 feet wide. It then retracts itself into a space along that line and can occupy the space of one or more Large or smaller creatures. Each creature in the line must make a DC 17  Dexterity  saving throw. On a failure, a creature takes 45 (7d12) bludgeoning damage, is forced  prone , and is  restrained  while it shares a space with the annelidast, as it is pinned beneath the annelidast\xe2\x80\x99s body. On a success, a creature takes half the damage, isn\xe2\x80\x99t forced  prone , and is pushed out of the annelidast\xe2\x80\x99s space into an unoccupied space of the creature\xe2\x80\x99s choice within 5 feet of the annelidast. A creature, including the  restrained  creature, can take its action to free the  restrained  creature by succeeding on a DC 17  Strength  check. If the annelidast burrows along the surface of the earth at least 20 feet before using this action, creatures in the line have disadvantage on the saving throw. \n'b'\n'b' REACTIONS \n'b'\n'b'  Defensive Recoil . When the annelidast takes damage, it can make one Slam  attack  against a creature  restrained  by it. \n'b'\n'b' ABOUT \n'b' The massive worm erupted from the earth, crushing all near it and scooping up the remains. \n'b' An annelidast is a gigantic worm that slumbers for decades at a time in the bowels of the earth, where the rock itself radiates primordial magic. Over millennia, they have grown lead-plated carapaces to shield themselves from the magic. \n'b'  Unique Predation . Each century, an annelidast wakes and travels to the surface to feed. The worm eats through baleen-like teeth that help it filter feed through the earth as it travels underground, but this method of eating requires it to pulverize larger surface prey before consumption. \n'b'  Sleeping Plague . The annelidast\xe2\x80\x99s exterior is saturated with the primordial magic of its deep-earth home. When an annelidast nears waking, it burrows toward the surface in a dreamlike state, following vibrations in the earth made by living creatures. As it lies just beneath the surface rousing from its slumber, the primordial magic infusing it radiates outward and sickens creatures living there, making them easier prey when it fully wakes.'