# Landwyrm, Swamp
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >bite: 3d6 (×2)
> >claws: 2d6 (×2)
> >Melee/Ranged: +46/+32
> >Secondary: +41/+27
> >Multiattack: +44/+30
> >M/R_PA: +36/+22
> >2nd/PA: +31/+17
> >MA_PA: +34/+20
> >Itterative: 4
> > xDmg:: Str: +14; Str2: +21; StrOH: +7; StrPA: +34; StrPA2H: +51; StrPAOH: +17
> > xDCs:: Str: 42; Dex: 28; Con: 36; Int: 31; Wis: 31; Cha: 35
> > xFeat:: 12/18 (6)
> >
> >
> > xLang:: 0/3 (3)
<div class="grid-container"><div class="MON">Swamp Landwyrm</div>
<div class="CR">CR 20 (307,200 XP)</div>
<div class="SOU">Draconomicon pg. 173</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CE Gargantuan Dragon (aquatic)
**Init** +0
**Perception** +46
#### defense
**AC** 30, 6 touch, 30 flat-footed (+24 natural, -4 size)
**hp** 504 (36d12+288)
**Fort** +28, **Refl** +20, **Will** +23
**Feint** 49, **Demoralize** 49
**Resist** acid 30
#### offense
**Speed** 30 ft., swim 20 ft.
**Melee** bite +30 (2d6+8/19-20), 2 claws +30 (2d6+8 plus grab)
**Space** 20 ft., **Reach** 15 ft.
**Special Attacks** hypnotizing gaze, snatch
#### statistics
**Str** 39, **Dex** 10, **Con** 26, **Int** 17, **Wis** 17, **Cha** 24
**BAB** +36, **CMB** +44, **CMD** 54, **TA** +46, **RTA** +32
**Feats** [[Alertness]], [[Blind-fight]], [[Cleave]], [[Combat Reflexes]], [[Great Cleave]], [[Improved Critical]] (bite), [[Improved Initiative]], [[Multiattack]], [[Persuasive]], [[Power Attack]], [[Snatch]], [[Stealthy]]
**Skills** Acrobatics +36, Bluff +46, Diplomacy +50, Knowledge (local) +42, Knowledge (nature) +42, Perception +46, Stealth +37, Survival +42, Swim +61
**Languages**
#### special abilities
### Hypnotizing Gaze (Su)
A swamp landwyrm can hypnotize its prey just by looking into its eyes. This is similar to a gaze attack, except that the landwyrm must use a standard action, and those merely looking at the creature are not affected. Anyone the landwyrm targets must succeed on a DC 35 Will save or be hypnotized (as the hypnotism spell, except it affects a single target whose Hit Dice do not exceed the landwyrm's). If a landwyrm uses this ability in combat, the target gains a +2 bonus on the save. The effect has a range of 60 feet and lasts for 10 rounds.
### Snatch (Ex)
Against Medium or smaller creatures, bite for 4d6+14/round or claw for 2d8+7/round.
#### ecology
**Terrain** Warm marshes
**Organization** Solitary, pair, or cluster (3–6)
**Treasure** Standard
**Advancement** 37–39 HD (Gargantuan); 40–48 HD (Colossal)
The foul, murderous swamp landwyrm takes pleasure in dealing maximum agony upon its prey. Its mottled brown and green hide is constantly covered in slime and algae. It has webbed toes to help it swim. When it is angry, its eyes shine like pale yellow lanterns. Swamp landwyrms fear nothing, not even the largest tyrannosaurus or black dragon. From time to time, foolish lizardfolk attempt to trade valuables with swamp landwyrms in exchange for protection. Such deals always end badly for the “protected” creatures. Swamp 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