Tunneler: As per this Tunneler trait the purple worm monster in dnd 5e can. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. OrcPub is a free, online Dungeons and Dragons 5th Edition (D&D 5e) character. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. 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, which fall prone in a space within 10 feet of the worm. Academics have often wondered how such a stumpy, stocky creature. It moves surprizingly acute and its maul carries a filthy disease that inspires hallucinations. This quite disgusting creature often drops down from a rusty hill or surprises oncoming adventurers in a dark corner of a dungeon. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage and 10 (3d6) fire damage at the start of each of the worm’s turns. The rot worm is a thick hided, short stumpy worm with a large maul that spurts three powerful mandibles. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. The worm makes one Bite attack and one Stinger attack. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. In a single turn, its damage output (assuming average damage is used and all attacks hit) is 22 (bite) + 21 (acid) + 19 (tail) +42 (poison) 104.
It makes up for it with a very high offensive challenge rating. Tier 4 (Levels 17-20): Masters of the World. The original Purple Worm with its 247 HP and 18 AC would fall into a defensive challenge rating of 12. Tier 3 (Levels 11-16): Masters of the Realm. Tier 2 (Levels 5-10): Heroes of the Realm. As described in the DMG, the tiers of play are as follows. Senses Blindsight 30 ft., Tremorsense 60 ft., Passive Perception 9 There are four tiers of play, which split the 20 level process into roughly quarters. Damage Resistances cold bludgeoning, piercing, and slashing from nonmagical attacks not made with silver