18 (natural armor)
247 (15d20+90)
walk 50 ft., burrow 30 ft.
Con +11, Wis +4
fire, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
blindsight 30 ft., tremorsense 60 ft.
16
The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
The worm regains 10 hit points at the start of each of its turns if it has at least 1 hit point.
The worm makes two attacks: one with its grinding jaws and one with its stinger.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.