The Worm King
Large aberration (swarm), neutral evil
- Armor Class 12
- Hit Points 310 (27d10 + 162)
- Speed 30ft., burrow 40 ft., swim 20 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 22 (+6) 18 (+4) 18 (+4) 20 (+5)
- Saving Throws Dex +9, Con +13, Wis +11, Cha +12
- Skills Arcana +11, Deception +12, History +11, Perception +11, Religion +11, Stealth +9.
- Damage Vulnerability thunder, radiant
- Damage Resistances bludgeoning, cold, fire, piercing, slashing
- Damage Immunity lightning, poison
- Condition Immunities charmed, deafened, grappled, paralyzed, petrified, poisoned, restrained, stunned
- Senses blindsight 150 ft., tremorsense 500 ft., truesight 60 ft., passive Perception 21
- Languages all, telepathy 1000 ft.
- Challenge 24 (50,000 XP)
Blind. The Worm King is blinded.
Change Size. As a bonus action, the Worm King can change its size category. Every size above medium increases its reach by 5 feet, and every size above large grants it advantage to all Strength checks and saving throws.
Create Spawn. A humanoid or similar creature of Medium or smaller size killed by the Worm King while infected rises after 1d4 rounds as a spawn of Kyuss under the Worm King’s control. It does not possess any of the abilities it had in life.
Immutable Form. The Worm King is immune to any spell or effect that would alter its form.
Engulf. The Worm King can share space with any smaller creature. Any creature who enters the Worm or begins its turn inside the Worm takes 15 (3d8) piercing damage and is blinded while inside. In addition, a creature that ends its turn within the worm must succeed on a DC 20 Constitution saving throw with disadvantage or become infected by a worm. Creatures immune to poison or disease are immune to this effect. Creatures with resistance to poison can make their saving throws without disadvantage.
Frightful Presence. Each creature of the Worm King's choice that is within 120 feet of the Worm King and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Worm King's Frightful Presence for the next 24 hours.
Inscrutable. The Worm King is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain The Worm King's intentions or sincerity have disadvantage.
Legendary Resistance (3/Day). If the Worm King fails a saving throw, it can choose to succeed instead.
Regeneration. The Worm King regains 10 hit points at the start of its turn. If the Worm takes radiant damage, this trait doesn’t function at the start of the Worm’s next turn.
Innate Spellcasting. The Worm King's spellcasting ability is Charisma (spell save DC 20, +14 to hit with spell attacks). All of the at will spells are cast at the 15th level. The Worm King can innately cast the following spells, requiring no material components:
At will: chill touch, gust, mage hand, message, prestidigitation, poison spray
3/day each: ray of sickness, crown of madness, ray of enfeeblement
2/day each: dispel magic, Evard’s black tentacles, vitriolic sphere, cloudkill, hold monster, hold person
1/day each: disintegrate, finger of death, Abi Dalzim’s horrid wilting, gate
Turn Immunity. The Worm that Walks is immune to Turn Undead and similar effects.
Worm-smite (Recharge 5-6). Melee Weapon Attack: +14 to hit, reach 5 ft. Hit: 17 (3d8 + 4) bludgeoning damage, and the target must succeed on a DC 20 Dexterity saving throw or become covered in ravenous worms. At the start of each of its turns, the target takes 45 (10d8) piercing damage as the worms consume the victim’s flesh and burrow into organs. The worms remain until destroyed or removed. A target must use an action to try and remove the worms with a DC 16 Dexterity check. The target has advantage on the check if it is prone. Dealing 10 fire damage destroys the worms, but deals the same amount to victim (before resistances and immunities are applied). Creatures that don't have flesh or are immune to the grappled condition are also immune to this effect.
The Worm King can take 2 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's turn. It regains spent legendary actions at the start of its turn.
Cantrip. The Worm King casts one of its at-will spells.
Move. The Worm King moves up to its speed.