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: —
Description
Background
COMBAT
Tactics
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.