Arcane Camouflage: The worm has advantage on Dexterity (Stealth) checks made to hide in library.
Magical energy: The worms infest an arcane academy, draining power from spellbooks and scrolls, causing wild magic effects when they feed. Their bite could drain a spell slot on failed DC 18 Int Save
Memories: Found in a library of a forgotten god, they consume written memories, causing temporary amnesia (e.g., losing proficiency in a skill for an hour) on a failed DC 18 Int save
Multiattack: The worm makes two attacks: one with its tail and one with its jaws. If it hits with its tentacles, the tail can make one bite attack against the same target.
Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 15(2d12 + 2) piercing damage.
Body Slam: +12 hit 35(10d6) bludgeoning damage
This bookworm is a potent spellcaster with a spell save DC of 17 and a spell attack modifier of +9. It can cast a variety of spells from different levels, including Magic Missile, Hold Person, Dispel Magic, Dimension Door, Raise Dead, and Chain Lightning
Vast Knowledge (3/day): Allows the bookworm to succeed on failed Religion, Arcana, or History checks to recall knowledge.
Unknown Knowledge (1/day): Enables the bookworm to learn and dispel a spell cast by another creature.
Description
Distraction/Satiation: Before combat, players could attempt to satisfy its hunger temporarily by offering it vast amounts of useless paper (blank scrolls, junk mail, etc.), which could make it groggy, slow, or give the party advantage on initiative rolls or attack rolls
Non-Magical Tactics: Because the creature is so effective at countering magic, martial characters are essential to the fight. Tactics like grappling, shoving, and simply using non-magical, high-damage weapons (bludgeoning damage might make sense given its segmented body) can be highly effective.
Aversion to Blankness: As a creature that feeds on information and magic, a powerful narrative weakness might be an aversion or repulsion to a complete lack of information.
A room devoid of writing, books, or magical auras might serve as a safe haven or a location where the bookworm is hesitant to enter.
A spell like silence might disrupt its senses or magical feeding, effectively "blinding" or disorienting it.
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