# 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.