Acid Blood. If the lindworm takes slashing or piercing damage, its acidic blood splatters from the wound. Everything in a 5-foot radius from the attack site must make a DC 16 Dexterity saving throw or take 11 (3d6) acid damage. Objects and structures automatically fail this saving throw.
Infectious Greed. Once per day, the lindworm can entice an intelligent creature's selfish desires. To do this, it must use its action to maintain eye contact with its target for 3 rounds. At the end of the lindworm's turn on the 3rd round, the target must make a DC 15 Wisdom saving throw or be charmed by the lindworm for up to 10 minutes, or until the lindworm breaks concentration. If the target has an Intelligence score below 6, it automatically succeeds the saving throw, and if the lindworm is within 5 ft of its hoard, the DC increases to 17. The target can repeat the saving throw any time it takes damage. While a creature is charmed by the lindworm, it can do nothing but use its movement to approach either the lindworm or its hoard, without putting itself in obvious danger (such as falling off a cliff or walking into a fire). While the affected creature is within 5 ft of the object of its desire, it can do nothing but stare greedily at it.
Multiattack. The lindworm makes two attacks: either two bites, or one bite and one constrict.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft, one target. Hit: 18 (2d10+7) piercing damage. Target makes a DC 16 Constitution saving throw. If it fails, it takes 24 (3d12+4) poison damage and is poisoned. On a success, it takes half damage.
Constrict. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the creature is restrained, and the lindworm can't constrict another target.
Forests, Mountains