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Landwyrm

Hoard Scarab Hoard Scarab Swarm Fine Vermin Fine Vermin (Swarm) Hit Dice: 1/8 d8+1 (2 hp) 6d8+6 (33 hp) Initiative: +1 +1 Speed: 20 ft. (4 squares), climb 20 ft. 20 ft. (4 squares), climb 20 ft. Armor Class: 21 (+8 size, +1 Dex, +2 natural), 13 (+1 Dex, +2 natural), touch 19, flat-footed 20 touch 11, flat-footed 12 Base Attack/Grapple: +0/–21 +4./— Attack: Bite +3 melee (1d2–5) Swarm (2d6) Full Attack: Bite +3 melee (1d2–5) Swarm (2d6) Space/Reach: 1 ft./0 ft. 10 ft./— Special Attacks: Burrowing Burrowing, distraction Special Qualities: Tremorsense 20 ft., vermin traits Tremorsense 20 ft., swarm traits, vermin traits Saves: Fort +3, Ref +1, Will +1 Fort +6, Ref +3, Will +3 Abilities: Str 1, Dex 13, Con 13, Int —, Wis 12, Cha 2 Str 11, Dex 13, Con 13, Int —, Wis 12, Cha 2 Skills: Hide +13*, Listen +5 Hide +13*, Listen +5 Environment: Warm deserts Warm deserts Organization: Solitary or cluster (2–5) Individual swarm or cluster of swarms (2–5) Challenge Rating: 1/2 5 Treasure: None None Alignment: Always neutral Always neutral Advancement: None None Level Adjustment: — —

ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

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A hoard scarab swarm is immune to any spell or effect that targets a specific number of creatures (including singletarget spells such as disintegrate). A swarm takes a –10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or splash weapons. If such as attack does not allow a saving throw, the swarm takes double damage instead.

Hoard scarab swarms are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a hoard scarab swarm, treat the swarm as a creature of Fine size. Wind effects deal 1d6 points of nonlethal damage to the swarm per spell level (or Hit Die of the originating creature, in the case of effects such as an air elemental’s whirlwind). A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its nonlethal damage.

For full information about the swarm subtype, see pages 315 and 316 of the Monster Manual.

Vermin Traits: A hoard scarab is immune to all mindaffecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision out to 60 feet.

Skills: Hoard scarabs have a +4 racial bonus on Listen checks. Hoard scarabs have a +4 racial bonus on Hide checks when they are concealed among coins (at least 10 coins for an individual scarab, or at least 10,000 coins for a swarm). A hoard scarabhas a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Landwyrms are cunning, wingless predatory dragons who ruthlessly scour their environment for prey. While some claim they represent a primitive, ancestral form of the true dragons, most dismiss such claims. Regardless of its origin, each variety of landwyrm is singularly adapted to its natural environment.

All landwyrms lack wings, but their body shapes vary by type, from serpentine (desert landwyrms) to craggy (mountain landwyrms). They have large, powerful jaws, clawed fore and hind limbs, and thick scales whose coloration matches that of their natural environment.

Landwyrms have stores of great knowledge about their environment, and if approached peacefully and respectfully, they can be sources of great wisdom.

Landwyrms can make excellent steeds, though they are strong-willed and independent, so even the least intelligent must be treated with great respect, or it will turn on its rider.

COMBAT

Each type of landwyrm has different combat tactics, though most rely on stealth to surprise their opponents. They are skilled trackers, and they see nothing wrong with fleeing a battle only to follow their prey and attack again later.

Frightful Presence (Ex): Much like the chromatic and metallic dragons, landwyrms can unsettle their foes with their mere presence. This ability takes effect automatically whenever the landwyrm attacks or charges. Creatures within the specified radius are subject to the effect if they are at least one size category smaller than the landwyrm and have fewer HD than the landwyrm.

A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 landwyrm’s HD + landwyrm’s Cha modifier)

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