b'Grivid \n'b'  Large   aberration ,  neutral  \n'b'  Armor Class  17 (natural armor) \n'b' Hit Points  180 (19d10 + 76) \n'b' Speed  50 ft.\n'b' STATS STR: 21 (+5) DEX:  16 (+3)  CON:  18 (+4)  INT:  2 (\xe2\x80\x934)  WIS:  15 (+2)  CHA:  5 (\xe2\x80\x933)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +7,  Wis  +6 \n'b' Skills   Perception  +6 \n'b' Senses  tremorsense 60 ft., passive  Perception  16 \n'b' Languages  \xe2\x80\x94 \n'b' Challenge  11 (7,200 XP) \n'b' Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Cheek Worm Regrowth . The grivid has twenty worms stored in its cheeks. Used worms regrow when the grivid finishes a long rest. \n'b'  Keen Sight . The grivid has advantage on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Parasitic Cheek Worm . The grivid produces parasitic worms in its cheeks, and it expels these worms into other creatures when it attacks. The worm burrows into the flesh of the target, and that creature is  poisoned  while infested with at least one worm. At the start of each of the infested creature\xe2\x80\x99s turns, it takes 5 (2d4) poison damage. Any creature can take an action to remove one worm with a successful DC 12  Wisdom  ( Medicine ) check. An effect that cures disease removes and kills one worm infesting the creature. When a grivid dies, all worms currently infesting other creatures die with it, ending the infestation in all infested creatures. \n'b'  Worm Regeneration . If it has at least 1  hp , the grivid regains 5  hp  for each worm infesting another creature at the start of its turn. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The grivid makes one Bite  attack  and two Kicks attacks, or it makes three Spit Worm attacks. \n'b'  Bite .  Melee Weapon Attack : +9 to hit, reach 10 ft., one creature.  Hit : 18 (3d8 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16  Constitution  saving throw or be infested with a parasitic cheek worm (see the Parasitic Cheek Worm trait), if the grivid has at least 1 cheek worm. \n'b'  Kick .  Melee Weapon Attack : +9 to hit, reach 5 ft., one creature.  Hit : 18 (3d8 + 5) bludgeoning damage, and the target must succeed on a DC 16  Strength  saving throw or be forced  prone . \n'b'  Spit Worm .  Ranged Weapon Attack : +7 to hit, range 20/60 ft., one creature.  Hit : 13 (3d6 + 3) bludgeoning damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16  Constitution  saving throw or be infested with a parasitic cheek worm (see the Parasitic Cheek Worm trait), if the grivid has at least 1 cheek worm. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Consume Worms . The grivid consumes up to 3 cheek worms, regaining 5 (2d4)  hit points  for each worm consumed. \n'b'\n'b' ABOUT \n'b' An orange-skinned ostrich races forward. Something writhes beneath the skin of its bulbous cheeks, and a fluorescent orange worm dangles from its beak. \n'b' Grivid are dangerous, ostrich-like predators that roam the savanna, searching for prey to supplement their diet of parasitic worms.\n'b'  Far-Sighted . A grivid can spot objects and creatures up to 3 miles away from its position. This, combined with its ability to travel quickly over long distances, makes it a feared predator in the savanna. \n'b'  Guileless . A grivid is incredibly dangerous, but it\xe2\x80\x99s not incredibly cunning. If it loses sight of predators or prey for more than minute or two, it\xe2\x80\x99s likely to forget they were ever there. A careful or clever foe can easily outwit the grivid. \n'b'  Worm Food . A grivid\xe2\x80\x99s cheeks bulge with plump, orange, parasitic worms. These worms are only encountered near grivid, leading scholars to conclude the worms are part of their life cycle. Some believe the worms are the grivid\xe2\x80\x99s larvae. They theorize that despite the grivid\xe2\x80\x99s resemblance to an ostrich, it does not lay eggs, instead implanting its larva in the ground for them to mature. The few that survive the grivid\xe2\x80\x99s appetite grow into new grivid.'