Landwyrm, Jungle (CR 16)

Huge Dragon
Alignment: Usually neutral evil
Initiative: +4; Senses: Listen +26 and Spot +19
Languages: Draconic and Common


AC: 23 (-2 size, +15 natural), touch 8, flat-footed 23
Hit Dice: 28d12+168 (350 hp)
Fort +22, Ref +16, Will +21
Speed: 50 ft., burrow 10 ft.
Space: 15 ft./10 ft.
Base Attack +28; Grapple +46
Attack: Bite +36 melee
Full Attack: Bite +36 melee and 2 claws +34 melee
Damage: Bite 2d8+10/19-20, claws 2d6+5
Special Attacks/Actions: Disease, frightful presence, rend, snatch
Abilities: Str 31, Dex 10, Con 22, Int 17, Wis 21, Cha 16
Special Qualities: Jungle adaptation
Feats: Blind-fight; Cleave; Combat Expertise; Improved Critical (bite); Improved Initiative; Multiattack; Power Attack; Rend; Snatch; Stealthy; Track
Skills: Bluff +31, Climb +38, Concentration +30, Diplomacy +5, Gather Information +5, Hide +22*, Intimidate +24, Knowledge (local) +24, Knowledge (nature) +24, Listen +26, Move Silently +30, Sense Motive +35, Spot +19, and Survival +31
Advancement: 29-31 HD (Huge); 32-39 HD (Gargantuan); 40-48 HD (Colossal)
Climate/Terrain: Warm forests
Organization: Solitary, pair, or cluster (3-6)
Treasure/Possessions: Standard

Source: Draconomicon

Disease (Ex): The wounds caused by a jungle landwyrm's claws may become infected with red ache disease (DC 15; incubation 1d3 days; damage 1d6 Strength).

Frightful Presence (Ex): 140-ft. radius, HD 27 or fewer, Will DC 27 negates.

Rend (Ex): Extra damage 2d10+15.

Snatch (Ex): Against Small or smaller creatures, bite for 2d8+10/round or claw for 2d6+5/round.

Jungle Adaptation (Ex): Jungle landwyrms can ignore any concealment provided by foliage.

Skills: *Jungle landwyrms have a +4 racial bonus on Hide checks when in warm forest (or jungle) environments. This bonus on Hide checks increases to +8 when the landwyrm is immobile.