# Landwyrm, Hill >[!rimg]+ > ![[Placeholder2.png]] <div class="grid-container"><div class="MON">Hill Landwyrm</div> <div class="CR">CR 12 (19,200 XP)</div> <div class="SOU">Draconomicon pg. 170</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> CE Huge Dragon **Init** +4 **Senses** darkvision 60 ft., low-light vision; **Perception** +24 **Aura** frightful presence (100 ft., DC 21 Will) #### defense **AC** 23, 8 touch, 23 flat-footed (+15 natural, -2 size) **hp** 230 (20d12+100) **Fort** +17, **Refl** +12, **Will** +13 **Feint** 31, **Demoralize** 31 #### offense **Speed** 50 ft., burrow 10 ft. **Melee** bite +28 (2d8+9/19-20), 2 claws +27 (2d6+9 plus grab) **Space** 15 ft., **Reach** 10 ft. (15 with bite) #### statistics **Str** 29, **Dex** 10, **Con** 20, **Int** 9, **Wis** 13, **Cha** 12 **BAB** +20, **CMB** +25, **CMD** 35, **TA** +27, **RTA** +18 **Feats** [[Cleave]], [[Dazzling Display]], [[Improved Critical]] (bite), [[Improved Initiative]], [[Improved Overrun]], [[Intimidating Prowess]], [[Multiattack]], [[Power Attack]], [[Stealthy]], [[Weapon Focus]] (bite) **Skills** Intimidate +33, Knowledge (local) +12, Knowledge (nature) +12, Perception +24, Sense Motive +14, Stealth +27, Survival +14 **Racial Bonuses** Stealth +4 **Languages** Common, Draconic, Giant **SQ** stillness #### Special Abilities ### Stillness (Ex) Hill landwyrms gain a +4 bonus to Stealth checks in hilly terrain when they are immobile. #### ecology **Terrain** Temperate hills **Organization** Solitary, pair, or brood (3–6) **Treasure** Standard **Advancement** 21–31 HD (Huge); 32–39 HD (Gargantuan); 40–48 HD (Colossal) Landwyrms are cunning, wingless predatory dragons who ruthlessly scour their environment for prey. While some claim they represent a primitive, ancestral form of the true dragons, most dismiss such claims. Regardless of its origin, each variety of landwyrm is singularly adapted to its natural environment. All landwyrms lack wings, but their body shapes vary by type, from serpentine (desert landwyrms) to craggy (mountain landwyrms). They have large, powerful jaws, clawed fore and hind limbs, and thick scales whose coloration matches that of their natural environment. Landwyrms have stores of great knowledge about their environment, and if approached peacefully and respectfully, they can be sources of great wisdom. Landwyrms can make excellent steeds, though they are strong-willed and independent, so even the least intelligent must be treated with great respect, or it will turn on its rider. Hill landwyrms are slow-witted bullies who rely on intimidation and displays of physical prowess to subdue their enemies. A hill landwyrm’s coloration varies with its surroundings. Some are slate-gray, while others have brown, red-brown, or tan scales. They appear bulky and muscular, with long, daggerlike claws. Despite their might, hill landwyrms prefer to pick on opponents clearly weaker than themselves. While a single hill giant is a tempting target, a hunting party of giants sends a hill landwyrm into hiding. Some giants capture hill landwyrms to use as guardians or steeds, though the dragons hate this and escape as soon as possible. It is possible for a suitably intimidating individual to humble a hill landwyrm without striking a blow. ### Combat A hill landwyrm likes to open combat with an overrun attack against the weakest-looking target. Once an opponent is prone, it focuses its attacks on that individual, using improved grab to neutralize the target and crush it to death. If reduced to half its hit points or fewer, a hill landwyrm begins looking for an escape route.