Working draft.
Tactics:
Albino wyrms, while quite intelligent, are incredibly barbaric and fight more like cunning animals than devious dragons. Typically, they will use their breath weapons and close quickly for melee, attempting to swallow obvious spellcasters whenever possible. Other times, albino wyrms may burrow near the wall a tunnel and use blindsight to spot prey, ambushing them from an apparently solid wall. In melee, alino wyrms give in to their bloodlust, fighting recklessly but not foolishly enough to disdain retreat when necessary.
Well let's see what bits of the original description seem germane for their tactics.
"
Their difficulty in finding prey in the Underdark has made them small, flightless predators who rely on stealth to strike and take down prey."
"
the albino wyrm has fallen far; most are barely sane, barely able to express a coherent thought, despite their Intelligence."
How's this...
Albino wyrms, while intelligent, are insanely ferocious, fighting more like cunning animals than devious dragons. They rely on stealth to ambush prey, any may use their burrowing ability to attack from unexpected directions, such as bursting out of an apparently solid wall. The wyrm usually attacks first with its breath weapon then leaps into melee, attempting to swallow vulnerable spellcasters when possible. Food is so scarce in the Underdark that albino wyrms rarely stop attacking prey once they find it, although they are not foolish enough to disdain retreat when necessary.
Hold on, the original description says they "rely on stealth" so we'd better give them Hide and Move Silently! What skills shall we pare away to pay for it?
I guess we can cut Appraise, Escape Artist, Knowledge (dungeoneering) and UMD. Cut 5 ranks off each and put 10 apiece in Hide & MS? That's give em:
Skills #1: Appraise +7, Escape Artist +5, Knowledge (dungeoneering) +7, Hide +10, Intimidate +12, Jump +20, Listen +10, Move Silently +10, Spot +10, Use Magic Device +7, Survival +2 (+4 underground), Use Rope +0 (+2 binding foes)
Hmm, I fancy cutting a few points out of Intimidate and Jump to increase Escape Artist and UMD. Say cut Jump to +16 and Intimidate to +10 and put +3 in each.
Skills #2 : Appraise +7, Escape Artist +8, Knowledge (dungeoneering) +7, Hide +10, Intimidate +10, Jump +16, Listen +10, Move Silently +10, Spot +10, Use Magic Device +10, Survival +2 (+4 underground), Use Rope +0 (+2 binding foes)
I like
#2 the best.