Medium Monstrosity, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 51 (6d8 + 24)
Speed 30 ft., Swim 40 ft., Burrow 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
19 (+4)
INT
10 (+0)
WIS
15 (+2)
CHA
7 (-2)
Skills Stealth +6
Damage Immunities Necrotic, Poison, Psychic
Senses Blindsight 60 ft., Tremorsense 120 ft., Passive Perception 12
Languages Understands Deep Speech but can't speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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.

Actions

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.

Darfer

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