Dragonomicon - 3.5e

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620_17668_DraconomiconA.qxd 9/9/03 1:39 PM Page 171

Combat A hill landwyrm likes to open combat with an overrun attack against the weakest-looking target. Once an opponent is prone, it focuses its attacks on that individual, using improved grab to neutralize the target and crush it to death. If reduced to half its hit points or fewer, a hill landwyrm begins looking for an escape route. Frightful Presence (Ex): 100-ft. radius, HD 19 or fewer, Will DC 21 negates. Improved Grab (Ex): To use this ability, a hill landwyrm must hit a creature of its size or smaller with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Skills: *Hill landwyrms have a +4 racial bonus on Hide checks when in hills terrain. This bonus on Hide checks increases to +8 when the landwyrm is immobile.

JUNGLE LANDWYRM Huge Dragon Hit Dice: 28d12+168 (350 hp) Initiative: +4 Speed: 50 ft. (10 squares), burrow 10 ft. Armor Class: 23 (–2 size, +15 natural), touch 8, flat-footed 23 Base Attack/Grapple: +28/+46 Attack: Bite +36 melee (2d8+10/19–20) Full Attack: Bite +36 melee (2d8+10/19–20) and 2 claws +34 melee (2d6+5) Space/Reach: 15 ft./10 ft. Special Attacks: Disease, frightful presence, rend, snatch Special Qualities: Jungle adaptation Saves: Fort +22, Ref +16, Will +21

NEW MONSTERS

Hill landwyrms are slow-witted bullies who rely on intimidation and displays of physical prowess to subdue their enemies. A hill landwyrm’s coloration varies with its surroundings. Some are slate-gray, while others have brown, redbrown, or tan scales. They appear bulky and muscular, with long, daggerlike claws. Despite their might, hill landwyrms prefer to pick on opponents clearly weaker than themselves. While a single hill giant is a tempting target, a hunting party of giants sends a hill landwyrm into hiding. Some giants capture hill landwyrms to use as guardians or steeds, though the dragons hate this and escape as soon as possible. It is possible for a suitably intimidating individual to humble a hill landwyrm without striking a blow. Hill landwyrms speak Draconic, Goblin, and Common.

Abilities: Str 31, Dex 10, Con 22, Int 17, Wis 21, Cha 16 Skills: Bluff +31, Climb +38, Concentration +30, Diplomacy +5, Gather Information +5, Hide +22*, Intimidate +24, Knowledge (local) +24, Knowledge (nature) +24, Listen +26, Move Silently +30, Sense Motive +35, Spot +19, Survival +31 Feats: Blind-Fight, Cleave, Combat Expertise, Improved Critical (bite), Improved Initiative, Multiattack, Power Attack, RendB, Snatch, Stealthy, Track Environment: Warm forests Organization: Solitary, pair, or cluster (3–6) Challenge Rating: 16 Treasure: Standard Alignment: Usually neutral evil Advancement: 29–31 HD (Huge); 32–39 HD (Gargantuan); 40–48 HD (Colossal) Level Adjustment: —

CHAPTER 4:

Feats: Improved Critical (bite), Improved Initiative, Improved Overrun, Multiattack, Power Attack, Stealthy, Track Environment: Temperate hills Organization: Solitary, pair, or brood (3–6) Challenge Rating: 12 Treasure: Standard Alignment: Usually chaotic evil Advancement: 21–31 HD (Huge); 32–39 HD (Gargantuan); 40–48 HD (Colossal) Level Adjustment: —

Among its kind, the jungle landwyrm is considered the most purely sinister and evil. It knows no emotion except hate, which it holds for all other living creatures. A jungle landwyrm’s scaled hide is deep green in color, with occasional splotches of bright red or yellow that blend in with its tropical environment. Despite their size, jungle landwyrms have lithe forms that slide easily through foliage and between trees. Some unwitting individuals mistake the jungle landwyrm for an enormous dinosaur and think they can treat it as they would a mere animal. Such fools don’t live long after making this mistake. A jungle landwyrm eats anything it can, though it prefers living prey to carrion or plants. It has few rivals for power, although it avoids older green dragons. Even in rare instances when the landwyrm seems willing to negotiate, it inevitably tricks its prey and attacks it later. Jungle landwyrms speak Draconic and Common. Combat Like others of its kind, a jungle landwyrm relies on its natural camouflage to surprise enemies. However, it is also willing to follow potential prey for great distances, choosing just the right circumstances to strike. If faced with multiple opponents, it spreads out its early attacks and doesn’t hesitate to flee if overmatched, knowing it can return days later to pick off those weakened by its disease-bearing claws. Disease (Ex): The wounds caused by a jungle landwyrm’s claws may become infected with red ache disease (DC 15; incubation 1d3 days; damage 1d6 Strength). Frightful Presence (Ex): 140-ft. radius, HD 27 or fewer, Will DC 27 negates. Rend (Ex): Extra damage 2d10+15. Snatch (Ex): Against Small or smaller creatures, bite for 2d8+10/round or claw for 2d6+5/round. Jungle Adaptation (Ex): Jungle landwyrms can ignore any concealment provided by foliage. Skills: *Jungle landwyrms have a +4 racial bonus on Hide checks when in warm forest (or jungle) environments. This bonus on Hide checks increases to +8 when the landwyrm is immobile.

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Sample White Dragons

23min
pages 270-276

Appendix 1: The Dragon’s Hoard

36min
pages 277-285

Sample Gold Dragons

28min
pages 239-246

Sample Silver Dragons

23min
pages 263-269

Sample Copper Dragons

24min
pages 233-238

Sample Green Dragons

23min
pages 247-253

Sample Red Dragons

32min
pages 254-262

Sample Bronze Dragons

33min
pages 223-232

Sample Brass Dragons

23min
pages 216-222

Sample Black Dragons

23min
pages 201-206

Zombie Dragon

8min
pages 197-198

Tarterian Dragon

6min
pages 189-190

Squamous Spewer

3min
page 193

Skeletal Dragon

3min
page 192

Vampiric Dragon

7min
pages 195-196

Storm Drake

3min
page 194

Styx Dragon

7min
pages 187-188

Radiant Dragon

2min
page 185

Pyroclastic Dragon

10min
pages 182-184

Tundra Landwyrm

2min
page 174

Ethereal Dragon

4min
page 179

Underdark Landwyrm

3min
page 175

Swamp Landwyrm

1min
page 173

Jungle Landwyrm

4min
page 171

Oceanus Dragon

3min
page 181

Howling Dragon

3min
page 180

Landwyrm

3min
page 168

Ghostly Dragon

7min
pages 161-162

Ironwyrm Golem

1min
page 165

Golem

4min
page 163

Half-Dragon

3min
page 166

Hoard Scarab

3min
page 167

Fang Dragon

3min
page 159

Faerie Dragon

3min
page 158

Ooze Drake

2min
page 156

Draconic Creature

4min
page 149

Earth Drake

4min
page 153

Magma Drake

4min
page 155

Dragons as Cohorts

5min
page 138

Dragons as Special Mounts

8min
pages 139-140

Talon of Tiamat

8min
pages 134-135

Platinum Knight

3min
page 133

Mysteries

7min
pages 131-132

Dragoncraft Items

6min
pages 116-117

Dragonkith

3min
page 123

Dragonsong Lyrist

2min
page 127

Dragonrider

4min
page 124

Minor Artifact

4min
page 121

Dragonstalker

8min
pages 128-129

Hoardstealer Initiate of the Draconic

2min
page 130

Sample Advanced Dragon

4min
page 100

Advanced Dragons

4min
page 99

Elemental Master

7min
pages 92-93

Sacred Warder of Bahamut

4min
page 96

Unholy Ravager of Tiamat

7min
pages 97-98

Hidecarved Dragon

7min
pages 94-95

Dragon Ascendant

7min
pages 90-91

of Chronepsis

3min
page 89

Disciple of Ashardalon Dispassionate Watcher

7min
pages 87-88

Feat Descriptions

30min
pages 67-74

Dragons as Spellcasters

5min
page 65

Dragon Magic Items

8min
pages 82-83

Lair Wards

9min
pages 84-85

Dragon Feats

4min
page 66

White Dragons

5min
pages 55-56

Using Special Attack Forms

3min
page 64

Silver Dragons

6min
pages 53-54

Red Dragons

9min
pages 50-52

Bronze Dragons

5min
pages 42-43

Gold Dragons

3min
pages 46-47

Copper Dragons

6min
pages 44-45

Blue Dragons

6min
pages 38-39

Green Dragons

8min
pages 48-49

Brass Dragons

6min
pages 40-41

Black Dragons

2min
page 37

Religion

20min
pages 30-35

Language

4min
pages 28-29

Dragon Senses

4min
page 17

Other Modes of Movement

2min
page 19

Dragon Society

8min
pages 26-27

Combat Abilities

16min
pages 21-24

Flight

3min
page 18

Nest disturbed, but restored by dragon other than parent

7min
pages 15-16

Introduction

4min
page 4

Dragon Physiology

2min
page 9
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