Magic Resistance. The wyrm is such a miasma of necrotic power that it has advantage on saving throws against spells and other magical effects.
Absorb the Dead. Whenever a corpse exists within 20' of the Bone Wyrm, the Wyrm can sense it, and as part of its movement absorb the dead and the wyrm regains 10 hit points.
Miasma of Death. Creatures within 10' of the Bone Wyrm at the start of their turn must succeed at a DC15 Constitution Saving Throw or become Poisoned until the end of their next turn. On a successful saving throw, the creature is immune to the miasma for 24 hours.
Multiattack. The Wyrm makes three attacks: two with its claws and one with its shards.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Bone Shard. Ranged Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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