Wurm, Elder, Mountain (CR 23)
Alignment: Usually chaotic neutral
Initiative: +4 (Improved Initiative); Senses: keen senses, Listen +26, and Spot +26
Languages: Draconic (although older wurms learn to speak Druidic, Sylvan, and Elven)
AC: 26 (-2 size, +18 natural), touch 8, flat-footed 26
Hit Dice: 20d12+120 (250 hp)
Fort +18, Ref +12, Will +16
Speed: 40 ft., climb 20 ft.
Space: 30 ft./10 ft.
Base Attack +20; Grapple +24
Attack: Bite +31 melee, tail slap +28 melee, 2 claws +28 melee
Full Attack: Bite +31 melee, tail slap +28 melee, 2 claws +28 melee
Damage: Bite 2d8+12, tail slap 1d8+6, claw 1d6+6
Special Attacks/Actions: Breath weapon (line of acid 10d6 DC26)
Abilities: Str 34, Dex 19, Con 22, Int 16, Wis 19, Cha 16
Special Qualities: spells (CL 20)
Feats: Cleave; Improved Initiative; Multiattack; Power Attack; Track; Weapon Focus (bite)
Skills: Climb +22*, Hide +7*, Jump +30, Knowledge (nature) +25, Listen +26, Move Silently +18, Spot +26, Survival +22, and Swim +30*
Advancement: Elder wurm 21-27 HD (Huge)
Climate/Terrain: Any mountains
Organization: Solitary or pair (1-2)
Breath Weapon: Wurms create special liquids in sacs behind their jaws. Once a wurm uses its breath weapon, it can't use it again for 1d4 rounds. A blast from a breath weapon always leaves from the wurm's mouth and extends in the direction of the wurm's choice. Mountain wurms can spit a line of acidic digestive fluid. Creatures in the area suffer 6d6 acid damage (Reflex save for half).
Rage (Ex): A mountain wurm can fly into a berserk rage 3 times per day and for 9 rounds. During a rage, the wurm gains a +4 bonus to Strength, +4 bonus to Constitution, and -2 penalty to AC. At the end of the rage, a wurm is fatigued until the end of the encounter.
Improved Grab (Ex): To use this ability, the wurm must hit with its tail slap attack. If it gets a hold, it can constrict.
Constrict (Ex): The wurm can coil around its prey to deal its constriction damage plus tail slap damage with a successful grapple check against any creature of equal size or smaller.
Keen Senses (Ex): Wurms see four times as well as a human in low light conditions and twice as well in normal light. They also have darkvision with a range of 60 feet.
Spells: A wurm knows and casts divine spells as a druid as shown below, gaining bonus spells for a high Wisdom score.
Skills*: Wurms have a natural coloration and limited chameleon ability that grants them a +8 racial bonus to Hide checks in their home environment (a forest wurm in a forest). In addition, wurms with a climb or swim speed receive a +8 racial bonus to Climb or Swim skill checks depending on which movement type they have.