DRAGONWYRM
Gargantuan Dragon (Earth, Water)
Hit Dice: 16d12+128 (237 hp)
Initiative: -2 (Dex)
Speed: 20 ft. (4 squares), burrow 20 ft., swim 10 ft.
AC: 20 (-4 size, -2 Dex, +16 natural), touch 4, flat-footed 20
Base Attack/Grapple: +16/+41
Attack: Bite +16 melee (2d8+13) or claw +16 melee (1d8+13)
Full Attack: Bite +16 melee (2d8+13), 2 claws +16 melee (1d8+6), and sting +16 melee (2d6+6 plus poison)
Space/Reach: 20 ft. / 15ft.
Special Attacks: Improved grab, swallow whole, poison
Special Qualities: Darkvision 60 ft., low-light vision, tremorsense 60 ft., immunity to magic sleep effects and paralysis effects
Saves: Fort +18, Ref +8, Will +9
Abilities: Str 37 (+13), Dex 6 (-2), Con 27 (+8), Int 15 (+2), Wis 8 (-1), Cha 10 (+0)
Skills: Diplomacy +10, Escape Artist +8, Knowledge (geography) +12, Knowledge (nature) +12, Listen +18, Intimidate +13, Search +21, Sense Motive +9, Spot +20, Survival +6, Swim +26, Use Magical Device +10.
Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting)
Continent/Region: The Fallenlands
Environment: Warm desert, aquatic (freshwater only), or underground
Organization: Solitary
Challenge Rating: 17
Treasure: Triple standard
Alignment: Always neutral
Advancement: 16-32 HD (Gargantuan); 33-48 HD (Colossal)
This massive worm is covered with sandy-colored, plated scales, a huge stinger on the end of its tube-like body. A large dragon-like, horned head sits a top the creature’s body, its mouth filled with wide, razor sharp teeth, and the beast has a intelligent glint in its massive reptilian eyes. Two large arms protrude out from just behind its head, ending in wicked claws.
Dragonwyrms are one of the most feared and misunderstood creatures of the Fallenlands. They are thought to be unintelligent beasts by most and only the most notable scholars amongst the nagpas and jann know that dragonwyrms are intelligent creatures worthy of respect.
However, that doesn’t mean these dragons aren’t to be feared. In fact, the nagpa go to great lengths to avoid these dragons whenever possible. Other races aren’t so cautious. The sahne have been known to hunt the great dragons as rites of passage, while thasins and bakemono consider dragonwyrm meat to be a delicacy. Hengeyokai clans have the closest relations with dragonwyrms, often giving sacrifices and treasure to one of the great dragons, in return for protection. The minotaurs and Cyradi of the Shapneka Canyon often worship the great dragons as servants of the Gods.
Dragonwyrms are known only throughout the desert, the many lakes & rivers, and the isolated underground environments of the Fallenlands. They are rarely encountered in the more coastal regions of the Fallenlands but have also been seen in the Volcanic Lands and waterways of the Ong Jungle. Dragonwyrms do not have any sort of breath weapon and cannot fly.
Dragonwyrms rarely speak, understanding Draconic, Ignan, and Jinn.
Combat
Dragonwyrms aren’t known for restraint in combat. They tend to kill first, eat second, and if anyone is left over afterwards, they sometimes will negotiate for treasure. Dragonwyrms are intelligent enough to understand counter the tactics of opponents, but they rarely retreat, even when hard pressed.
A dragonwyrm often attacks from under the earth, breaking through the sand and attempting to bite the closest opponent. If successful, the dragonwyrm will attempt to grapple and then swallow whole. If it fails to grapple then it will switch to executing a full attack on the weakest looking target.
If attacking from underwater, the creature will attempt to capsize boats and drag opponents under the water, to try and drown them. Dragonwyrms are deadly opponents underwater.
Improved Grab (Ex): To use this ability, a dragonwyrm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.
Poison (Ex): Injury, Fortitude DC 25, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Swallow Whole (Ex): A dragonwyrm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the dragonwyrm's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan dragonwyrm's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Skills: A dragonwyrm has a +2 racial bonus on Intimidate and Spot checks. A dragonwyrm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.