# Landwyrm, Jungle >[!rimg]+ > ![[Placeholder2.png]] <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** +4 **Senses** darkvision 60 ft., greensight 60 ft., low-light vision; **Perception** +40 **Aura** frightful presence (140 ft., DC 27 Will) #### defense **AC** 23, 8 touch, 23 flat-footed (+15 natural, -2 size) **hp** 350 (28d12+168) **Fort** +22, **Refl** +16, **Will** +21 **Feint** 46, **Demoralize** 43 #### offense **Speed** 50 ft., burrow 10 ft. **Melee** bite +37 (2d8+10/19-20), 2 claws +36 (2d6+10 plus disease) **Space** 15 ft., **Reach** 10 ft. (15 ft. with bite) #### statistics **Str** 31, **Dex** 10, **Con** 22, **Int** 17, **Wis** 21, **Cha** 16 **BAB** +28, **CMB** +32, **CMD** 42, **TA** +36, **RTA** +26 **Feats** [[Alertness]], [[Blind-fight]], [[Cleave]], [[Combat Expertise]], [[Critical Focus]], [[Improved Critical]] (bite), [[Improved Initiative]], [[Improve Vital Strike]], [[Power Attack]], [[Rend]], [[Snatch]], [[Stealthy]], [[Vital Strike]], [[Weapon Focus]] (bite) **Skills** Bluff +34, Climb +41, Diplomacy +20, Intimidate +34, Knowledge (local) +34, Knowledge (nature) +34, Perception +40, Sense Motive +40, Stealth +35, Survival +22 **Racial Bonuses** Stealth +4 **Languages** Common, Draconic, Sylvan **SQ** stillness #### 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. ### Stillness (Ex) Jungle landwyrms gain a +4 bonus to Stealth checks in forest terrain when they are immobile. #### 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) 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. 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. ### Combat Like others of its kind, a jungle landwyrm relies on its natural camouflage to surprise enemies. However, it is also willing to follow potential prey for great distances, choosing just the right circumstances to strike. If faced with multiple opponents, it spreads out its early attacks and doesn’t hesitate to flee if overmatched, knowing it can return days later to pick off those weakened by its disease-bearing claws.