Magic Resistance. The wurm has advantage on saving throws against spells and other magical effects.
Psionic Predator. The wurm has advantage on all attack rolls against creatures that are charmed by it.
Tunneler. The wurm can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.
Unusual Nature. The wurm doesn’t require air, food, drink, or sleep.
Multiattack. The wurm makes three mind-bending bite attacks.
Mind-Bending Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) necrotic damage, and the target must succeed on a DC 10 Intelligence saving throw or it can’t take a reaction until the end of its next turn. Moreover, on its next turn, the target must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.
Psionic Shriek (Recharge 6). The death wurm shrieks, sending psionic waves that effect all other creatures that can hear it and are within 60 feet of it. Each creature must succeed a DC 13 Intelligence saving throw, taking 10 (3d6) psychic damage and becoming charmed by the wurm on a failure. During it's turn a charmed target must first use its movement to move as close as possible to the death wurm and then end its turn. Charmed targets can repeat the saving throw at the end of each of their turns, ending the effect on themselves with a success.
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