# Wurm (River), Wurmling River Wurm >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >bite: 1d4 (×2) > >Melee/Ranged: +7/+8 > >Secondary: +2/+3 > >Multiattack: +5/+6 > >M/R_PA: +7/+8 > >2nd/PA: +2/+3 > >MA_PA: +5/+6 > >Itterative: 1 > > xDmg:: Str: +2; Str2: +3; StrOH: +1; StrPA: +2; StrPA2H: +3; StrPAOH: +1 > > xDCs:: Str: 14; Dex: 15; Con: 13; Int: 12; Wis: 13; Cha: 12 > > xFeat:: 2/2 (0) > > > > > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Wurmling River Wurm</div> <div class="CR">CR 5 (1,600 XP)</div> <div class="SOU">Dragon #296</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Small Dragon **Init** +7 **Senses** dragon senses; **Perception** +8 #### defense **AC** 18, 14 touch, 15 flat-footed (+3 Dex, +4 natural, +1 size) **hp** 28 (4d12+4) **Fort** +5, **Refl** +7, **Will** +5 **Feint** 15, **Demoralize** 15 #### offense **Speed** 40 ft. **Melee** bite +8 (1d6+3 plus grab) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** breath weapon, water leap #### statistics **Str** 14, **Dex** 16, **Con** 12, **Int** 10, **Wis** 12, **Cha** 10 **BAB** +4, **CMB** +5, **CMD** 18, **TA** +7, **RTA** +8 **Feats** [[Improved Initiative]], [[Weapon Focus]] (bite) **Skills** Climb +9, Knowledge (nature) +7, Perception +8, Stealth +12, Survival +8, Swim +9 **Languages** #### special abilities ### Breath Weapon (Su) Once every 1d4 rounds, a river wurm can breathe a slick foam in a 20-foot cone. Creatures in the area are coated in slippery substance. Each round at the start of their turn, an affected creature must succeed at a DC 18 Acrobatics check or fall prone. The foam persist for 6 rounds, though a DC 13 Reflex save halves this duration. The wurm's spray cannot be rinsed off with water, but if an affected creature takes 5 points of fire or acid damage, the foam burns away. The foam can also be removed with prestidigitation. The save DC is Constitution-based. ### Water Leap (Su) River wurms do not have the usual maximums for jumping distance when jumping out of the water. In addition, three times per day, a river wurm can add +30 to a single Acrobatics check. This jump must begin in the water, but it does not need to end in the water.