Devil Wyrm Large Magical Beast Hit Dice: 7d10+21 (59 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17 Base Attack/Grapple: +7/+17 Attack: Bite +13 melee (2d6+6) Full Attack: 2 bites +13 melee (2d6+6) Space/Reach: 10 ft./5 ft. Special Attacks: Spit paralyzing acid Special Qualities: Darkvision 60 ft., scent, tremorsense 60 ft. Saves: Fort +8, Ref +5, Will +2 Abilities: Str 22, Dex 10, Con 17, Int 1, Wis 11, Cha 5 Skills: Hide +2, Listen +4 Feats: Power Attack, Reckless Offense, Weapon Focus (bite) Environment: Underground [?] Organization: Solitary, or squirm (2-16) Challenge Rating: 5?[?] Treasure: Standard Alignment: Always neutral Advancement: 8-12 HD (Large); 13-24 HD (Huge) [?] Level Adjustment: —
Spit Paralyzing Acid (Ex): 30 ft. ranged touch (+7 attack modifier, no range increments), damage 3d6 acid plus 2d6 rounds of paralysis (Fortitude DC 16 negates the paralysis). Once a devil wyrm spits acid it must wait 1d4 rounds before it can spit again. The save DC is Constitution-based.
Hmm, I was split between a line and a ranged touch and ended up going for line (basically because I was copy & pasting the Ankheg's Acid Spit). Upon reflection, I prefer ranged touch too. I think I'll add it to the draft...