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Swamp Landwyrm
from Dragonomicon - 3.5e
Mountain landwyrm Plains landwyrm
speed for 5 rounds, after which it is fatigued for 10 minutes. It usually uses this ability to escape from danger.
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Frightful Presence (Ex): 40-ft. radius, HD 7 or fewer, Will DC 15 negates.
Poison (Ex): The bite of a plains landwyrm delivers a toxic venom (Fort DC 16; 1d6 Str/2d6 Str).
Skills: *Plains landwyrms have a +4 racial bonus on Hide checks when in temperate or warm plains environments. This bonus on Hide checks increases to +8 when the landwyrm is immobile.
SWAMP LANDWYRM
Gargantuan Dragon (Aquatic) Hit Dice: 36d12+288 (522 hp) Initiative: +4 Speed: 30 ft. (6 squares), swim 20 ft. Armor Class: 30 (–4 size, +24 natural), touch 6, flat-footed 30 Base Attack/Grapple: +36/+62 Attack: Bite +46 melee (4d6+14/19–20) Full Attack: Bite +46 melee (4d6+14/19–20) and 2 claws +44 melee (2d8+7) Space/Reach: 20 ft./15 ft. Special Attacks: Frightful presence, hypnotizing gaze, snatch Special Qualities: Amphibious, resistance to acid 30
Jungle landwyrm
Saves: Fort +28, Ref +20, Will +23 Abilities: Str 39, Dex 10, Con 26, Int 17, Wis 17, Cha 24 Skills: Bluff +43, Concentration +26, Diplomacy +50,
Gather Information +9, Hide +12*, Intimidate +25, Jump +32, Knowledge (local) +21, Knowledge (nature) +21,
Listen +30, Move Silently +36, Sense Motive +39, Spot +37, Survival +39, Swim +14 Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes,
Great Cleave, Improved Critical (bite), Improved
Initiative, Multiattack, Persuasive, Power Attack, Snatch,
Stealthy, Track Environment: Warm marshes Organization: Solitary, pair, or cluster (3–6) Challenge Rating: 20 Treasure: Standard Alignment: Usually chaotic evil Advancement: 37–39 HD (Gargantuan); 40–48 HD (Colossal) Level Adjustment: —
The foul, murderous swamp landwyrm takes pleasure in dealing maximum agony upon its prey.
Its mottled brown and green hide is constantly covered in slime and algae. It has webbed toes to help it swim. When it is angry, its eyes shine like pale yellow lanterns.