Crying Weave. Whenever a creature casts a spell of 1st level or higher within 30 feet of the worm, roll a d6. On a 1 or 2, wild magic unleashes 4 (2d4) Force damage on the caster.
Toxic Boils. The worm's damaged skin is covered with boils filled with plague ichor. Whenever the worm is hit by a melee attack or hits a creature with a melee attack, roll a d6. On a 1, one of its plague boils ruptures. The attacking or struck creature (respectively) must succeed on a DC 15 Dexterity saving throw, taking 14 (2d6) Force damage on a failure, or half as much on a success.
Crystal Carapace. The worm starts with an AC of 22. Whenever the worm is hit with a critical hit or takes 30 damage in one attack, a section of the crystalline carapace breaks and reveals the glowing, diseased blue skin underneath, the worm's AC permanently drops by 2 to a minimum of 16.
Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel slick with plague ichor in its wake. To travel through the tunnel, a creature must make a DC 12 Dexterity saving throw taking 10 (2d4 + 2) Force damage on a failure, or half as much on a success.
Legendary Resistance (2/Day). If the worm fails a saving throw, it can choose to succeed instead.
Booming Demise. Once felled, the unstable wild magic explodes within the worm. When the worm's hp hits 0, all creatures within 30 of the worm must succeed on a DC 16 Dexterity saving throw or take 8 (2d8) Force damage + 12 (4d6) Thunder damage, or half as much on a success.
Madness. After decades in agony, the worm behaves erratically. At the start of its turn, it makes one of the following additional actions, roll a d6 to determine its behavior:
- 1-Lucid Rage: The worm focuses on its target, tracking it perfectly. The worm gains advantage on all attack rolls it makes during this turn.
- 2-Rapid Charge: The worm panics and charges at full speed in a random direction. Any obstacles are destroyed in its charge. If it passes through a creature's space, the creature must make a DC 15 Strength saving throw or be knocked prone and trampled for 14 (4d6) Bludgeoning damage.
- 3-Blind Agony: The worm thrashes and slams into the surrounding environment. It takes 5 (1d10) Bludgeoning damage to itself, creatures within 20 feet of the worm must make a DC 15 dexterity save, taking 20 (4d10) Bludgeoning damage on failure, or half as much on a success.
- 4-Immobility: The worm suddenly freezes with terror, its speed drops to 0. Its shell hardens and its AC is increased by +2 until it's next turn.
- 5-Burrow: The worm suddenly burrows up to half its burrow speed underground. Until the start of its next turn, it has total cover. At the start of its next turn it erupts beneath the nearest creature it can sense and uses its Bite attack. The target has no benefit from cover against this attack.
- 6-Anguishing Scream: The worm suddenly releases a scream into the weave and the surrounding environment. Any creature that can hear it must succeed on a DC wisdom saving throw or take 15 (5d6) Psychic damage and be Frightened until the end of their next turn. Spellcasters that fail have disadvantage on Constitution saving throws made to maintain concentration until the end of its next turn.
Multiattack. The worm makes two attacks: one with its bite and one with its stinger.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 9 (3d6) Force damage + 12 (4d6) Acid damage at the start of each of the worm's turns and has disadvantage on spell attack rolls.
If the 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 fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. When a creature escapes the worm, the creature is coated in vomit and takes 2 (1d4) Force damage + 4 (2d4) Acid damage at the start of their next turn and has disadvantage on spell attack rolls until an action is spent cleaning it.
Tail Stinger. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 15 (3d6 + 6) Piercing damage, and the target must make a DC 18 Constitution saving throw, taking 8 (4d4) Force + 21 damage (6d6) Poison damage on a failed save, or half as much damage on a success.
Plague Spew. If the worm successfully devoured a spell since the end of its last turn, it can relieve its churning stomach. The worm unhinges its jaw and sprays a 60-foot line of digested magic. Once used, the stored magical energy is expended. Any creatures in this line must make a DC 16 Dexterity saving throw or take 30 (10d6) Force damage, or half as much on a success. If failed, the creature is coated in vomit and takes 2 (1d4) Force damage + 4 (2d4) Acid damage at the start of their next turn and has disadvantage on spell attack rolls until an action is spent cleaning it.
Magic Maw. (reaction) When a spell hits the worm, the worm can use its reaction to devour the magic, it must make a Constitution saving throw (DC = 10 + the spell's level) with advantage, on failure the spell hits, on a success the worm devours the spell and the worm stores the magical energy. Before the end of its next turn, the worm can use Plague Spew as a bonus action
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