Landwyrm, Forest (CR 10)
Alignment: Usually lawful neutral
Initiative: +5; Senses: Listen +13 and Spot +13
Languages: Draconic, Gnome, Sylvan, and Common
AC: 19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 18
Hit Dice: 16d12+48 (152 hp)
Fort +13, Ref +11, Will +15
Speed: 60 ft., burrow 10 ft.
Space: 10 ft./5 ft.
Base Attack +16; Grapple +23
Attack: Bite +21 melee
Full Attack: Bite +21 melee and 2 claws +19 melee
Damage: Bite 2d6+6/19-20, claws 1d8+3
Special Attacks/Actions: Frightful presence
Abilities: Str 23, Dex 12, Con 16, Int 13, Wis 21, Cha 16
Special Qualities: Forest adaptation, commune with nature
Feats: Improved Critical (bite); Improved Initiative; Multiattack; Power Attack; Stealthy; Track
Skills: Climb +220, Concentration +11, Diplomacy +19, Gather Information +5, Knowledge (local) +9, Knowledge (nature) +9, Listen +13, Move Silently +17, Ride +130, Sense Motive +11, Spot +13, and Survival +9
Advancement: 17-19 HD (Large); 20-31 HD (Huge); 32-39 HD (Gargantuan); 40-48 HD (Colossal)
Climate/Terrain: Temperate forests
Organization: Solitary, pair, or cluster (3-6)
Commune with Nature (Sp): Once per day a forest landwyrm can use commune with nature. Caster level 16th.
Forest Adaptation (Ex): Forest landwyrms can ignore any concealment provided by foliage.
Frightful Presence (Ex): 80-ft. radius, HD 15 or fewer, Will DC 21 negates.
Skills: Forest landwyrms have a +4 racial bonus on Climb checks. *They have a +4 racial bonus on Hide checks when cold or temperate forest environments. This bonus on checks increases to +8 when the landwyrm is immobile.