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Underdark Landwyrm

Abilities: Str 27, Dex 10, Con 22, Int 9, Wis 13, Cha 12 Skills: Diplomacy +13, Gather Information +3, Hide +16*,

Knowledge (local) +21, Knowledge (nature) +21, Listen +31, Sense Motive +9, Spot +17, Survival +23 Feats: Blind-Fight, Cleave, Improved Critical (bite),

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Improved Initiative, Multiattack, Power Attack, Snatch,

Stealthy, Track Environment: Cold plains Organization: Solitary, pair, or cluster (3–6) Challenge Rating: 14 Treasure: Standard Alignment: Usually neutral Advancement: 25–31 HD (Huge); 32–39 HD (Gargantuan); 40–48 HD (Colossal) Level Adjustment: —

The blood-drinking tundra landwyrm spends much of its life in semihibernation, burrowed under the icy ground in wait for prey to happen by.

The scales of a tundra landwyrm are dirty ivory. It has short, stubby claws that help it dig through the frozen earth. Its roar sounds like the bark of an angry sea lion.

A tundra landwyrm prefers mammalian prey, such as caribou or even polar bears. The creatures occasionally tangle with white dragons or frost worms. Any offering of live or recently killed animals can sway a tundra landwyrm’s opinion.

Tundra landwyrms speak Draconic and Common.

Combat

A tundra landwyrm lies motionless a few feet beneath the surface of the ground, relying on its tremorsense to warn it of prey. It scatters targets with its frightful presence, then grapples a single creature and attempts to drain its blood.

Blood Drain (Ex): If a tundra landwyrm gets a hold on a living foe, it can drain blood with a successful grapple check. Each successful grapple check deals 1d6 points of

Constitution damage to its target. A single landwyrm can deal as many points of Constitution damage in a day as it has Hit Dice.

Frightful Presence (Ex): 120-ft. radius, HD 23 or fewer,

Will DC 23 negates.

Improved Grab (Ex): To use this ability, a tundra landwyrm must hit a creature of its size or smaller with a claw attack. If it gets a hold, it can attempt to draw blood. It can also attempt to start a grapple as a free action without provoking an attack of opportunity.

Snatch (Ex): Against Small or smaller creatures, bite for 2d8+8/round or claw for 2d6+4/round.

Cold Adaptation (Ex): Tundra landwyrms take no nonlethal damage from exposure to low temperatures (though this ability doesn’t affect normal cold-based damage). They suffer no ill effects (such as penalties on Spot checks) from snow or sleet and can walk across icy surfaces without needing to make a Balance check.

Skills: *Tundra landwyrms have a +4 racial bonus on

Hide checks when in cold desert or plains environments.

This bonus on Hide checks increases to +8 when the landwyrm is immobile. UNDERDARK LANDWYRM

Large Dragon Hit Dice: 12d12+48 (126 hp) Initiative: +5 Speed: 60 ft., swim 30 ft. Armor Class: 22 (–1 size, +1 Dex, +12 natural), touch 10, flat-footed 21 Base Attack/Grapple: +12/+20 Attack: Bite +15 melee (2d6+4/19–20); or claw +13 melee (1d8+2 plus 1 Con) Full Attack: Bite +15 melee (2d6+4/19–20) and 2 claws +13 melee (1d8+2 plus 1 Con) Space/Reach: 10 ft./5 ft. Special Attacks: Frightful presence, obscuringmist, wounding Special Qualities: Blindsense 60 ft. Saves: Fort +12, Ref +9, Will +11 Abilities: Str 19, Dex 12, Con 18, Int 13, Wis 17, Cha 16 Skills: Bluff +14, Diplomacy +5, Escape Artist +12, Gather

Information +5, Hide +9*, Intimidate +15, Jump +16,

Knowledge (local) +7, Knowledge (Underdark) +12,

Move Silently +20*, Sense Motive +14, Survival +13,

Swim +4 Feats: Improved Critical (bite), Improved Initiative,

Multiattack, Stealthy, Track Environment: Underground Organization: Solitary, pair, or clutch (3–6) Challenge Rating: 8 Treasure: Standard Alignment: Usually lawful evil Advancement: 13–19 HD (Large); 20–31 HD (Huge); 31–36 HD (Gargantuan) Level Adjustment: +2

The Underdark landwyrm, or cave dragon, spends its entire existence in darkness, making evil plans and sowing death.

The creature’s hide is dark gray, to match its subterranean environment. Its vision and hearing are extraordinarily poor, though it makes up for this disadvantage with other sensory capabilities.

Underdark landwyrms often keep elaborate lairs that take advantage of their natural surroundings, such as chasms or lakes. They can sometimes be swayed by gifts of magic.

Underdark landwyrms speak Draconic, Undercommon, and Common.

Combat

An Underdark landwyrm relies on its blindsense to sense nearby prey. Once it detects a victim, it uses obscuring mist to cloak its quiet approach, and then bursts into view with frightful presence. It often retreats from battle after injuring opponents, relying on the wounds inflicted upon its prey to further weaken them.

Blindsense (Ex): An Underdark landwyrm’s extraordinary powers of scent and echolocation allowit to pinpoint the location of any living creature within 60 feet.

Frightful Presence (Ex): 60-ft. radius, HD 11 or fewer,

Will DC 19 negates.

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