b'Worm That Walks \n'b'  Medium   swarm  of Tiny beasts,  chaotic evil  \n'b'  Armor Class  14  Hit Points  137 (25d8 + 25)  Speed  30 ft.\n'b' STATS STR: 6 (-2) DEX:  18 (+4)  CON:  13 (+1)  INT:  20 (+5)  WIS:  15 (+2)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Intelligence  +10,  Wisdom  +7  Skills   Arcana  +10,  Athletics  +3,  History  +10,  Nature  +10  Damage Resistances  bludgeoning, piercing, slashing  Damage Immunities  poison  Condition Immunities   paralyzed ,  petrified ,  poisoned ,  restrained ,  stunned   Senses   blindsight  30 ft.,  darkvision  60 ft., passive  Perception  12  Languages  Abyssal, Aklo, Common, Infernal  Challenge  14 (11,500 XP) \n'b' Special Traits \n'b'\n'b'  Regeneration . The worm that walks regains 10  hit points  at the start of its turn, as long as it does not begin its turn in an area of strong wind. The worm that walks is destroyed only if it starts its turn with  0 hit points  and doesn\xc2\x92t regenerate. \n'b'  Spellcasting . The worm that walks is a 9th-level spellcaster. Its spellcasting ability is  Intelligence  (spell save DC 18, +10 to hit with spell attacks). The worm that walks has the following  wizard  spells prepared.\n'b'\n'b'\n'b'  Cantrips (at will) :  acid splash ,  mage hand , poison spray,  prestidigitation  \n'b'  1st level (4 slots) :  mage armor ,  magic missile ,  shield  \n'b'  2nd level (3 slots) :  acid arrow ,  misty step ,  web  \n'b'  3rd level (3 slots) :  fireball ,  stinking cloud  \n'b'  4th level (3 slots) :  black tentacles ,  blight  \n'b'  5th level (2 slots) :  cloudkill ,  conjure elemental  \n'b'\n'b' Actions \n'b'\n'b'  Discorporate . The worm that walks collapses into a shapeless swarm of worms, or reverts to its true form. All held, worn, and carried items fall to the ground. In this form, the worm that walks is Large-sized, can fit through any space large enough for a Tiny creature to pass through without squeezing, and can occupy the same space as another creature and vice versa. While in this form, the worm that walks cannot use its Slam  attack . Any creature who enters the same space as the discorporated worm that walks, or starts its turn in the same space, must make a DC 18  Constitution  saving throw. On a failed saving throw, that creature takes 36 (8d8) poison damage and 36 (8d8) necrotic damage. If the worm that walks drops to  0 hit points , it immediately gains 24  temporary hit points  and uses this ability as a  reaction . Until it regains at least 1 hit point, it cannot revert to its normal form. \n'b'  Slam .  Melee Weapon Attack : +9 to hit, reach 5 ft., one creature.  Hit : 11 (2d6 + 4) bludgeoning damage, and the target is  grappled  (escape DC 18). The worm that walks can only grapple one target at a time, and must remain within 5 feet of the  grappled  target. If the worm that walks moves more than 5 feet from the  grappled  creature, the  grappled  ends. At the beginning of each of the worm that walks\xc2\x92 turns, the  grappled  creature takes 18 (4d8) poison damage and 18 (4d8) necrotic damage.'