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Tunnel Terror


A tunnel terror resembles an enormous burrowing spider, with sharp spear-like ends to its 8 legs that are sharp enough to shred metal armor, earth, and even stone. Its long-barbed tongue can whip and ensnare prey, bringing meals to its rows of sharp teeth.

Lurkers in the Earth. The tunnel terror uses it’s powerful piercing legs to break up earth and push it aside to dig winding tunnels deep beneath the ground. The loose dirt, clay, and rock is then devoured by the tunnel terror where it’s incredible digestive system compresses and dissolves the materials, breaking them down for nutrients or deposit. Some of the materials are used to create strong spidery webs.

Earthen Tunnels and Webs. As it burrows through the earth, the tunnel terror leaves large tunnels in its wake that are buttressed with its webs. These webs serve as a warning system, alerting the tunnel terror to intruders or prey via the tunnel terror’s web sense or tremor sense.

Armor Class 14 (legs), 15 (tongue), 24 (body from above or side), or 14 (body from directly below)
Hit Points 8 (each leg)
Speed 60 ft., burrow 10 ft.

STR
18 (+4)

DEX
16 (+2)

CON
20 (+6)

INT
1 (-6)

WIS
13 (+2)

CHA
6 (-3)

Senses Darkvision 60 ft., Web sense 120’ (senses movement of any creature in contact with webs that lead back to the tunnel terror), tremor sense 60’, passive perception 11
Language
Challenge Rating 5

As a standard action, the tunnel terror can attack once with each available leg and its tongue. The tunnel terror requires 3 legs to maneuver, and a maximum of 3 legs can attack to either flank, and a maximum of 2 legs can attack toward the front or rear. Of course, the tunnel terror will rotate itself to maximum advantage.

If the tongue has successfully pulled a victim to its maws, it can also bite. When biting prey, the tongue is used to hold the prey for handy eating, which counts as the tongue’s “attack”.

Leg. Melee Weapon Attack (1 attack per available leg): +6 to hit, reach 10’, one target. Hit: 13 (2d8+4) piercing damage.

Tongue. Melee Weapon Attack: +2 to hit, reach 10’, one target. Hit: 4 (1d4+2) bludgeoning damage. If target is size large or smaller, the target is grappled. On the prey’s action it can attempt to escape the grapple normally using strength (athletics) or dexterity (acrobatics) versus the tongue’s strength of 18. If the prey fails to grapple, on subsequent rounds the tunnel terror can attack the prey with it’s maws with advantage.

Maws. Melee Weapon Attack: +6 to hit, reach 0’, one target. Target must be successfully grappled by the tongue from a prior round. Hit: 24 (3d10+8). Any prey that is successfully damaged by the maws of the terror tooth is now grappled with the maws and tongue, providing advantage on the grapple check.

 

Tunnel Terror first appeared in Somarrian Hunt, Episode 2 "Where's Armando?"

CREDITS
Tunnel Terror is unofficial Fan Content permitted under Fan Content Policy.
Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Art by Tinnel Lovitt

C H A L D E A P E D I A