b'Beating Growth, Worm \n'b'  Tiny   ravager  (devastation),  chaotic evil or unaligned  \n'b'  Armor Class  11 (natural armor)  Hit Points  21 (6d4 + 6);  Wound Threshold  6  Speed  5 ft.\n'b' STATS STR: 4 (-3) DEX:  6 (-2)  CON:  12 (+1)  INT:  12 (+1)  WIS:  12 (+1)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception * +5,  Stealth * +2  Damage Vulnerabilities  radiant  Damage Immunities  acid, necrotic  Condition Immunities   blinded ,  charmed ,  deafened ,  frightened , possessed  Senses  tremorsense 30 ft., passive  Perception  15  Languages  Phantasm  Challenge  1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Corrosive Fluids . After dealing a Wound or a critical hit to the beating worm, the melee weapon or ammunition used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b'  Regenerate . The beating worm regains 5  hit points  at the start of its turn if it has at least 1 hit point. If the beating worm takes radiant damage, this trait doesn\xe2\x80\x99t function at the start of the worm\xe2\x80\x99s next turn. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The beating worm makes two Corrosive Secretion attacks. \n'b'  Corrosive Secretion .  Melee or Ranged Weapon Attack : +0 to hit, reach 5 ft. or range 10/30 ft., one target.  Hit : 3 (1d6) acid damage. If the target is a creature, it must succeed on a DC 11  Dexterity  saving throw or be  blinded  until the end of its next turn. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The beating growth can take 3 legendary  actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The beating growth regains spent legendary  actions  at the start of its turn. \n'b'\n'b'  Corrosive Secretion . The beating growth uses its corrosive secretion. \n'b'  Command of the Hive (Costs 2 Actions) . The beating growth gives an order to a ravager in the nest. That ravager will then obey the order as best it can. It can also expend its  reaction  to make one of the following  actions , unless it goes against the given order:  Attack  (only one),  Dash ,  Dodge ,  Help ,  Search ,  Use an Object . \n'b'  Necessary Sacrifice (Costs 2 Actions) . The beating growth consumes the life essence of a ravager ally within 60 ft of it or less. The targeted ravager dies, and its remaining  hit points  are added to the  hit points  of the beating growth. \n'b'  Iron Will (Costs 3 Actions) . The beating growth imposes its will on any corrupted creature within 60 ft. of it. All creatures with at least one point of permanent corruption must succeed on a DC 17  Wisdom  saving throw or suffer the equivalent of the  hold monster  spell until the end of their next turn. A creature in the minor corruption stage has advantage on the saving throw. A creature in the severe stage has disadvantage on the saving throw. A creature in the critical stage automatically fails the saving throw.'