b'Chaos Wurm \n'b'  Large   aberration ,  chaotic neutral  \n'b'  Armor Class  19 (natural armor)  Hit Points  310 (27d10 + 162)  Speed  40 ft., fly 40 ft., swim 40 ft.\n'b' STATS STR: 28 (+9) DEX:  12 (+1)  CON:  23 (+6)  INT:  20 (+5)  WIS:  24 (+7)  CHA:  23 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +7,  Constitution  +12,  Wisdom  +13  Skills   Acrobatics  +7,  Deception  +12,  Intimidation  +12,  Perception  +13,  Persuasion  +12  Damage Resistances  lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  acid  Condition Immunities   exhaustion ,  frightened ,  paralyzed ,  petrified ,  restrained   Senses   darkvision  120 ft. passive  Perception  23  Languages  all, telepathy 120 ft.  Challenge  18 (20,000 XP) \n'b' Special Traits \n'b'   Immutable Form . The chaos wurm is immune to any spell or effect that would alter its form. \n'b'  Innate Spellcasting . The chaos wurm\xe2\x80\x99s spellcasting ability is  Charisma  (spell save DC 20, +12 to hit with spell attacks). The chaos wurm can innately cast the following spell, requiring no material components: \n'b'   At will :  detect evil and good ,  dispel magic ,  tongues ,  vicious mockery  \n'b'  3/day each :  confusion ,  mirage arcane  \n'b'  1/day each :  prismatic spray ,  weird  \n'b'   Magic Resistance . The chaos wurm has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The chaos wurm\xe2\x80\x99s weapon attacks are magical. \n'b'  Actions \n'b'   Multiattack . The chaos wurm makes four attacks: one with its bite, two with its claws, and one with its tail. \n'b'  Bite .  Melee Weapon Attack : +15 to hit, reach 10 ft., one target.  Hit : 23 (4d6 + 9) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +15 to hit, reach 10 ft., one target.  Hit : 18 (2d8 + 9) slashing damage. \n'b'  Tail .  Melee Weapon Attack : +15 to hit, reach 10 ft., one target.  Hit : 25 (3d10 + 9) bludgeoning damage. \n'b'  Swirling Chaos (Recharge 5-6) . The chaos wurm unleashes a wave of swirling chaos in a 60-foot cone that tears at reality, causing its victims blinding pain. Each creature in that area takes 45 (10d8) psychic damage, or half damage with a successful DC 18  Wisdom  saving throw. Targets that fail this saving throw must also succeed on a DC 14  Constitution  saving throw or be  blinded  for 1d4 rounds. \n'b'  Teleport . The chaos wurm magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.'