# Landwyrm, Jungle >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >bite: 2d6 (×2) > >claws: 1d8 (×2) > >Melee/Ranged: +36/+26 > >Secondary: +31/+21 > >Multiattack: +34/+24 > >M/R_PA: +28/+18 > >2nd/PA: +23/+13 > >MA_PA: +26/+16 > >Itterative: 4 > > xDmg:: Str: +10; Str2: +15; StrOH: +5; StrPA: +26; StrPA2H: +39; StrPAOH: +13 > > xDCs:: Str: 34; Dex: 24; Con: 30; Int: 27; Wis: 29; Cha: 27 > > xFeat:: 10/14 (4) > > > > > > xLang:: 0/3 (3) <div class="grid-container"><div class="MON">Jungle Landwyrm</div> <div class="CR">CR 16 (76,800 XP)</div> <div class="SOU">Draconomicon pg. 171</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Huge Dragon **Init** +0 **Perception** +36 **Aura** frightful presence (DC 27 Will, 140 ft.) #### defense **AC** 23, 8 touch, 23 flat-footed (+15 natural, -2 size) **hp** 336 (28d12+168) **Fort** +22, **Refl** +16, **Will** +21 **Feint** 46, **Demoralize** 43 #### offense **Speed** 50 ft., burrow 10 ft. **Melee** bite +48 (4d6+16/19-20), 2 claws +48 (4d6+16) **Space** 15 ft., **Reach** 10 ft. **Special Attacks** disease, jungle adaptation, snatch #### statistics **Str** 31, **Dex** 10, **Con** 22, **Int** 17, **Wis** 21, **Cha** 16 **BAB** +28, **CMB** +32, **CMD** 42, **TA** +36, **RTA** +26 **Feats** [[Blind-fight]], [[Cleave]], [[Combat Expertise]], [[Improved Critical]] (bite), [[Improved Initiative]], [[Multiattack]], [[Power Attack]], [[Rend]], [[Snatch]], [[Stealthy]] **Skills** Bluff +34, Climb +41, Diplomacy +34, Knowledge (local) +34, Knowledge (nature) +34, Perception +36, Sense Motive +36, Stealth +31, Survival +36 **Languages** #### special abilities ### Disease (Ex) Red Ache (Ex) Claw—Injury; save Fort DC 30, onset 1d3 days, frequency 1/day, effect 1d6 Str damage, cure 2 consecutive saves. ### Jungle Adaptation (Ex) Jungle landwyrms can ignore any concealment provided by foliage. ### Snatch (Ex) Against Small or smaller creatures, bite for 2d8+10/round or claw for 2d6+5/round. #### ecology **Terrain** Warm forests **Organization** Solitary, pair, or cluster (3–6) **Treasure** Standard **Advancement** 29–31 HD (Huge); 32–39 HD (Gargantuan); 40–48 HD (Colossal) Among its kind, the jungle landwyrm is considered the most purely sinister and evil. It knows no emotion except hate, which it holds for all other living creatures. A jungle landwyrm’s scaled hide is deep green in color, with occasional splotches of bright red or yellow that blend in with its tropical environment. Despite their size, jungle landwyrms have lithe forms that slide easily through foliage and between trees. Some unwitting individuals mistake the jungle landwyrm for an enormous dinosaur and think they can treat it as they would a mere animal. Such fools don’t live long after making this mistake. A jungle landwyrm eats anything it can, though it prefers living prey to carrion or plants. It has few rivals for power, although it avoids older green dragons. Even in rare instances when the landwyrm seems willing to negotiate, it inevitably tricks its prey and attacks it later. Jungle landwyrms speak Draconic and Common. 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 natu- ral 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 col- oration 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 intelli- gent must be treated with great respect, or it will turn on its rider