Mind Worm

Gargantuan Aberration, Lawful Evil


  • Armor Class 18
  • Hit Points 262(15d20 + 105)
  • Speed 50ft, Burrow 30 ft.

STR DEX CON INT WIS CHA
29 (+9) 7 (-2) 24 (+7) 19 (+4) 17 (+3) 17 (+3)

  • Saving Throws Con+13, Wis +9, Int +10
  • Senses Darkvision 120ft passive Perception 18
  • Languages Deep Speech, Qualith, Telepathy 120ft,
  • Challenge 20 (25,000 XP)

Tunneler. The Worm can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake

Magic Resistance. The Mind Worm has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The Mind Worm's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:

At Will: detect thoughs, levitate

1/Day each: dominate monster, plane shift, scrying

Actions

Muiltiattack. The Worm may create a Probe Worm and then make an attack with its Tail Stinger attacks.

Probe Worm . The Mind Worm creates a smaller worm made of crackling red energy in a space within 5ft of a target it can see. If it does this through scrying, it must attempt an Arcana check contested by the targets Charisma saving throw first. If the worm is successfully created, it uses the stats bellow, and takes its turn immediately after the Mind Worm. The Mind Worm can control at most 4 probe worms at a time.

Tail Stinger. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit 19 (3d6+9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage and being Paralyzed for one round on a failure. A successful saving throw negates the paralysys and halves the poison damage

Mind Blast (Recharge 5-6) The Worm emits psychic energy. Creatures of the worm's choice within 60ft of it must succeed on a DC 18 Intelligence saving throw or take 41 (6d12+4) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The Mind Worm can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The worm regains spent legendary actions at the start of its turn

Detect The Worm makes a Wisdom (Perception) check

Far Swallow The Worm makes one of its Probe Worms make a Far Swallow attack as a reaction

Stinger (Costs 2 actions) The worm makes a Tail Stinger attack.

Refocus (Costs 2 actions) The worm recharges its Mind Blast attack.

Spatial Warp (Costs 3 actions) The worm uses its psionic powers to fold space around itself. All Probe worms it controls are teleported to a location the Mind Worm can see within 60ft of their original location. All other creatures of the Worm's choice must make a Charisma saving throw (DC 18) or be teleported up to 60 ft and take 11 (2d10) force damage.



Probe Worm

Large Aberration, Lawful Evil


  • Armor Class 16
  • Hit Points 75(10d10 + 20)
  • Speed 40ft.

STR DEX CON INT WIS CHA
10 (0) 14 (+2) 14 (+2) 19 (+4) 17 (+3) 17 (+3)

  • Damage Vulnerabilities Force
  • Damage Resistances acid, cold, fire, lightning, thunder, psychic, bludgeoning, piercing, and slaching from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 60ft. passive Perception 18
  • Languages Understands the languages of its creator, but cannot speak
  • Challenge 8 (3,900 XP)

Illumination. The Probe Worm emits Bright Light in a 10ft radius around it, and dim light 10ft past that.

Mental Construct. The Probe Worm dies if the Mind Worm which created it dies.

Incorporeal Movement. The Worm can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Far Swallow. Melee Spell Attack: +10 to hit, reach 5ft., one target. Hit 22 (3d12 + 4) Force Damage. If the target is a Large or smaller creature, it must succeed on a DC 15 Charisma saving throw or be teleported directly into the stomach of the Mind Worm which created this Probe Worm. A creature in a Mind Worm's stomach is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 17 (5d6) acid and 17 (5d6) psychic damage at the start of each of the worm's turns. If the Mind Worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which appear within 10 feet of either the Mind Worm or one of its Probe Worms. If the worm Diesm a swallowed creature is no longer restrained by it and can escape the corpse by using 20 feet of movement, existing prone.

Art Source: Mind Worm, by Kieran Yanner originally from Dragon Magazine issue 337, in the article "Monsters of the Mind", originally published by Paizo Publishing, but with the rights currently held by Hasbro, Inc. through Wizards of the Coast

;
1 / 2