4 minute read
Jungle Landwyrm
from Dragonomicon - 3.5e
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: —
Hill landwyrms are slow-witted bullies who rely on intimidation and displays of physical prowess to subdue their enemies.
Advertisement
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.
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 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: —
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.