b'Pelagic Blush Worm \n'b'  Gargantuan   monstrosity ,  unaligned  \n'b'  Armor Class  17 (natural armor)  Hit Points  188 (13d20 + 42)  Speed  0 ft., swim 50 ft.\n'b' STATS STR: 23 (+6) DEX:  14 (+2)  CON:  19 (+4)  INT:  1 (\xe2\x80\x935)  WIS:  12 (+1)  CHA:  4 (\xe2\x80\x933)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +6,  Con  +8,  Wis  +5  Skills   Perception  +5,  Stealth  +6  Damage Immunities  acid, cold  Senses  blindsight 120 ft., passive  Perception  15  Languages  \xe2\x80\x94  Challenge  9 (5,000 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Echolocation . The pelagic blush worm can\xe2\x80\x99t use its blindsight while  deafened . \n'b'  Siege Monster . The pelagic blush worm deals double damage to objects and structures. \n'b'  Water Breathing . The pelagic blush worm can breathe only underwater. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The worm makes one Bite  attack  and one Tail Fin  attack . \n'b'  Bite .  Melee Weapon Attack : +10 to hit, reach 10 ft., one target.  Hit : 19 (3d8 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 16  Dexterity  saving throw or be swallowed by the worm. A swallowed creature is  blinded  and  restrained , it has total  cover  against attacks and other effects outside the worm, and it takes 14 (4d6) acid damage at the start of each of the worm\xe2\x80\x99s turns. If the worm takes 25 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 18  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. If the worm dies, a swallowed creature is no longer  restrained  by it and can escape from the corpse by using 15 feet of movement, exiting  prone . \n'b'  Tail Fin .  Melee Weapon Attack : +10 to hit, reach 10 ft., one target.  Hit : 16 (3d6 + 6) slashing damage plus 16 (3d6 + 6) bludgeoning damage. \n'b'  Red Acid Spume (Recharge 5\xe2\x80\x936) . The worm exhales a gout of crimson stomach acid in a 30-foot cone, if the worm is underwater, or a 50-foot line that is 5 feet wide, if the worm is above water. Each creature in that area must make a DC 16  Dexterity  saving throw, taking 31 (9d6) acid damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' A colossal worm slides through the sunken schooner, its last meal visible inside its long, translucent body. As it swims forward, its entire body blushes crimson, and red acid bubbles from within its clattering maw. \n'b' Cousin to the infamous  purple worm , the pelagic blush worm is semi-translucent and resides in the ocean\xe2\x80\x99s depths. Wide pincers on either side of its mouth pierce prey and debris alike, forcing anything small enough into the worm\xe2\x80\x99s maw. Sharp fins run along its spine and underbelly, which it tucks in when exploring wreckage. Pelagic blush worms get their name from the bright red acid they create in a second stomach halfway down their bodies. When they prepare to spray this acid at attackers, they flush with color. This acid reacts differently when exposed to air or water. \n'b'  Catastrophic Spawning . Pelagic blush worms live solitary lives and interact with others of their kind only when they spawn, which can be catastrophic for those on or near the ocean. Spawning masses of blush worms create churning ocean tempests, which can lay waste to sailing fleets or send tidal waves crashing into coastal villages. \n'b'  Deep Sea Rivals . Pelagic blush worms and gulper behemoths sometimes engage in territorial disputes. \n'b' Both creatures can survive each others\xe2\x80\x99 worst blows, resulting in stalemates that leave both creatures frustrated, aggressive, and tired. Like many ocean denizens, blush worms will follow in the wake of a timingila, scavenging whatever wreckage the more massive leviathans leave behind.'