Landwyrm, Plains (CR 6)

Medium Dragon
Alignment: Usually chaotic neutral
Initiative: +2 (Dex); Senses: Listen +12 and Spot +12
Languages: Draconic and Common


AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Hit Dice: 8d12+16 (68 hp)
Fort +8, Ref +8, Will +7
Speed: 60 ft., burrow 10 ft.
Space: 5 ft./5 ft.
Base Attack +8; Grapple +10
Attack: Bite +13 melee
Full Attack: Bite +13 melee and 2 claws +11 melee
Damage: Bite 1d8+5/19-20, claws 1d6+2
Special Attacks/Actions: Burst of speed, frightful presence, poison
Abilities: Str 15, Dex 14, Con 14, Int 9, Wis 13, Cha 12
Special Qualities: -
Feats: Improved Critical (bite); Multiattack; Track
Skills: Bluff +9, Diplomacy +3, Gather Information +3, Hide +10*, Intimidate +3, Knowledge (local) +10, Knowledge (nature) +10, Listen +12, Spot +12, and Survival +7
Advancement: 9-11 HD (Medium); 12-19 HD (Large); 20-24 HD (Huge)
Climate/Terrain: Temperate plains
Organization: Solitary, pair, or clutch (3-6)
Treasure: Standard

Source: Draconomicon

Combat

Frightful Presence (Ex): 40-ft. radius, HD 7 or fewer, Will DC 15 negates.

Poison (Ex): The bite of a plains landwyrm delivers a toxic venom (Fort DC 16; 1d6 Str/2d6 Str).

Skills: *Plains landwyrms have a +4 racial bonus on Hide checks when in temperate or warm plains environments. This bonus on Ride checks increases to +8 when the landwynn is immobile.