b'Worm That Walks \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  12 (15 with  mage armor )  Hit Points  153 (18d8 + 18)  Speed  30 ft.\n'b' STATS STR: 16 (+3) DEX:  14 (+2)  CON:  18 (+4)  INT:  16 (+3)  WIS:  15 (+2)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Int  +9,  Wis  +6  Skills   Arcana  +13,  History  +13  Damage Resistances  damage from spells; nonmagical bludgeoning, piercing, and slashing (from  stoneskin )  Damage Immunities  poison  Condition Immunities   exhaustion ,  poisoned   Senses   darkvision  60 ft., passive  Perception  12  Languages  Abyssal, Common, Elven, High Boros, Protean  Challenge  12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Spellcasting . The\xc2\xa0Worm That Walks is an 12th-level spellcaster. Its spellcasting ability is  Intelligence  (spell save DC 17, +9 to hit with spell attacks). The Worm that Walks can cast  disguise self  and  invisibility  at will and has the following  sorcerer  spells prepared:\n'b'\n'b'\n'b'  Cantrips (at will) :  acid splash , fire bolt,  light ,  mage hand ,  prestidigitation ,  shocking grasp  \n'b'  1st level (4 slots) :  burning hands ,  color spray ,  mage armor * \n'b'  2nd level (3 slots) :  blur ,  see invisibility  \n'b'  3rd level (3 slots) :  tongues ,  lightning bolt  \n'b'  4th level (3 slots) :  black tentacles ,  stoneskin * \n'b'  5th level (3 slots) :  cone of cold ,  cloudkill  \n'b'  6th level (1 slot) :  globe of invulnerability  \n'b'\n'b'  Regeneration . A worm that walks regains 10  hit points  at the start of its turn if it has at least 1 hit point and isn\xe2\x80\x99t in sunlight or a body of running water. If a\xc2\xa0worm that walks takes acid, fire, or radiant damage, this trait doesn\xe2\x80\x99t function at the start of it\xe2\x80\x99s next turn.\xc2\xa0A worm that walks is destroyed only if it starts its turn with  0 hit points  and doesn\xe2\x80\x99t  regenerate . \n'b'  Magic Resistance . A\xc2\xa0worm that walks has advantage on saving throws against spells and other magical effects. \n'b'  Sorcery . A worm that walks has 12 sorcery points. It may use a bonus action to recover spent spell slots at 1 per spell level being recovered or it can use them to enhance this spell by spending 2 points to turn a spells casting time into a bonus action or 1 point to reroll the damage die of damaging spells (it must accept the reroll). \n'b'\n'b' * These spells are cast on itself before combat. \n'b' ACTIONS \n'b'\n'b'  Multiattack . A worm that walks\xc2\xa0makes two attacks with it\xe2\x80\x99s claws and uses Burrowing Worm. \n'b'  Claw .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage and the target is exposed to the burrowing worm trait. \n'b'  Burrowing Worm . 1d4+1 worms launch at one humanoid that it can see within 10 feet. The worm latches onto the target\xe2\x80\x99s skin unless the target succeeds on a DC 14  Dexterity  saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (?4) in every ability score, and a speed of 1 foot. While on the target\xe2\x80\x99s skin, the worm can be killed by normal means or scraped off using an action (Lord Cellichos can use this action to launch a scraped-off worm at a humanoid he can see within 10 feet of the worm). Otherwise, the worm burrows under the target\xe2\x80\x99s skin at the end of the target\xe2\x80\x99s next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to  0 hit points , then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away. \n'b'  Discorporate . A worm that walks can collapse into a shapeless swarm of worms (treat as a  polymorph  spell that allows\xc2\xa0the worm that walks to turn into a swarm of insects) as a bonus action. All held, worn, and carried items fall to the ground. The worm that walks can reform into it\xe2\x80\x99s true form (including equipping all gear in reach) as an action as long as it has at least 1 hit point.'