Of the Hivemind. The brain worm has a psionic connection to all other brain worms and share all information between them, giving brain worms advantage on all knowledge-based checks.
Slimy Slitherer. The brain worm can move through difficult terrain without penalty. It has advantage on stealth checks behind any amount of cover.
Poison Fang. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) poison damage. Ongoing 2d6 poison damage, save ends.
Infect (Recharge 6). One creature that the brain worm targets within 5 feet of it must succeed on a DC 16 Constitution saving throw or be infected by the brain worm. The brain worm disappears, having crawled inside the head of its target, who loses control of its body. The brain worm now controls the body but doesn't deprive the target's awareness. The brain worm can't be targeted by any attack, spell or other effect and it remains its allignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the infected target's statistics and gains access to the target's knowledge, class features and proficiencies. Anything known by the infected target becomes known by the hivemind.
The infection lasts until the body drops to 0 hit point, the brain worm ends it as a bonus action, or the brain worm is forced out by an effect like the dispel evil and good spell or sonic damage. When the infection ends, the brain worm slithers out of the target's head and into an unoccupied space within 5 feet of the body. The target is immune to brain worm infection after being infected, as it can offer no new information to the hivemind.
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