Immutable Form. The wyrm is immune to any spell or effect that would alter its form.
Legendary Resistance (3/Day). If the wyrm fails a saving throw, it can choose to succeed instead.
Magic Resistance. The wyrm has advantage on saving throws against spells and other magical effects.
Siege Monster. The wyrm deals double damage to objects and structures.
Unusual Nature. The wyrm doesn’t require air, food, drink, or sleep.
Multiattack. The wyrm makes one Bite attacks and two Tail attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) piercing damage plus 6 (1d12) necrotic damage.
Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 13 (1d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 30 feet away from the wyrm and knocked prone.
Decimantic Beam. The wyrm fires a beam of light in a 150-foot line that is 10 feet wide. Each creature in the line must make a DC 19 Dexterity saving throw, taking 50 (9d10) necrotic damage on a failed save, or half as much damage on a successful one. A creature dies if the breath reduces it to 0 hit points. Additionally, any Medium or smaller Humanoid killed by the breath’s damage, as well as every corpse of such a creature within the beam, becomes a zombie (see the Monster Manual) under the wyrm's control. The zombie acts on the wyrm's initiative but immediately after the wyrm's turn. Absent any other command, the zombie tries to kill any non-Undead creature it encounters.
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