Antimagic Cone. The astral worm's central eye creates an area of antimagic, as in the antimagic field spell, in a 120-foot cone. At the start of each of its turns, the astral worm decides which way the cone faces and whether the cone is active. The area works against the astral worm's own eye rays.
Astral Entity. The astral worm can't leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane.
Multiattack. The astral worm can use it's constrict. It then makes three attacks: one with its bite and two with its slam. It can forgo it's bite attack to fire one eye ray.
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 53 (8d10 + 9) piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated, the astral worm's swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the astral worm's Demiplanar Donjon.
Constrict. Melee Weapon Attack: +18 to hit, reach 5 ft., one Large or smaller creature. Hit: 20 (2d10 + 9) bludgeoning damage plus 15 (1d10 + 9) slashing damage. The target is grappled (escape DC 21) if the astral worm isn't already constricting more than two creatures, and the target is restrained until this grapple ends. Any constrained creatures must make a DC 21 Strength saving throw at the end of the their turn or take half the amount of damage the took from constrict.
1. Charm Ray. The targeted creature must succeed on a DC 21 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the astral worm harms the creature.
2. Paralyzing Ray. The targeted creature must succeed on a DC 21 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray. The targeted creature must succeed on a DC 21 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Slowing Ray. The targeted creature must succeed on a DC 21 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. Enervation Ray. The targeted creature must make a DC 21 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 21 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the astral worm's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The astral worm can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
7. Sleep Ray. The targeted creature must succeed on a DC 21 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
8. Banishment Ray. The targeted creature must make a DC 21 Charisma saving throw. On a failed save, the creature is temporarily banished to it's Demiplanar Donjon. The targeted creature must repeat the saving throw at the end of its next turn until it succeeds or 1 minute has passed. On a success, the effect ends.
9. Disintegration Ray. If the target is a creature, it must succeed on a DC 21 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
10. Death Ray. The targeted creature must succeed on a DC 21 Dexterity saving throw or take 78 (12d12) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Slam. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 36 (5d10 + 9) bludgeoning damage.
The astral worm can take 3 legendary actions. It can take only one legendary action at a time and only at the end of another creature's turn. The astral worm regains spent legendary actions at the start of its turn.
Slam. The astral worm makes one slam attack.
Donjon Visit (Costs 2 Actions). One creature that is Huge or smaller that the astral worm can see within 60 feet of it must succeed on a DC 21 Charisma saving throw or be magically teleported to an unoccupied space on the floor of the astral worm's Demiplanar Donjon. At the end of the target's next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Eye Rays (Costs 2 Actions). The astral worm uses two random eye rays.
Description
A gargantuan astral worm covered with multiple eyes that lie safely underneath it's many large heavily armored silvery-grey scales. Bearing a large circular maw at it's front and just above it rests a large central eye brimming with a purple haze.
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