You magically influence a creature you can see within range that can hear and understand you by asking if they would love you if you were a worm. Creatures that can't be charmed are immune to this effect.
The target must make a Wisdom saving throw. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. Whether or not the target fails the save, you shape-shift into a worm for the duration. Your game statistics are replaced by the Worm stat block below; however, you retain your alignment, personality, creature type, Hit Points, and Hit Point Dice.
You gain 1 Temporary Hit Points. This Temporary Hit Point vanishes if it remains when the spell ends. The spell ends early if you lose or replace this Temporary Hit Point.
The Charmed creature is Friendly towards the worm. While Charmed, the target becomes fixated on the worm and cannot act normally on its turn. The target cannot make attacks, and instead must spend its turn admiring the worm. If the target perceives that another creature is likely to attempt to harm the worm or take the worm away, it must use its action and any movement to take the worm to safety, at which point it must begin admiring the worm again.
When the spell ends, the target knows it was Charmed by you.
| Mod | Save | ||
|---|---|---|---|
| STR | 1 | −5 | −5 |
| DEX | 2 | −4 | −4 |
| CON | 2 | −4 | −4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | −5 | −5 |
| WIS | 4 | −3 | −3 |
| CHA | 1 | −5 | −5 |
Wriggle. The worm wriggles.
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