Wurm, Greater, Forest (CR 15)
Alignment: Usually neutral good
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: keen senses, Listen +12, and Spot +12
Languages: Draconic (although older wurms learn to speak Druidic, Sylvan, and Elven)
AC: 22 (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21
Hit Dice: 12d12+48 (126 hp)
Fort +12, Ref +9, Will +11
Speed: 40 ft., climb 40 ft.
Space: 10 ft./5 ft.
Base Attack +12; Grapple +12
Attack: Bite +20 melee, tail slap +17 melee, 2 claws +17 melee
Full Attack: Bite +20 melee, tail slap +17 melee, 2 claws +17 melee
Damage: Bite 2d6+8, tail slap 1d6+4, claw 1d8+4
Special Attacks/Actions: Breath weapon (Sticky resin DC20)
Abilities: Str 26, Dex 12, Con 18, Int 14, Wis 6, Cha 4
Special Qualities: spells (CL 12)
Feats: Improved Initiative; Multiattack Track; Weapon Focus (bite)
Skills: Climb +18, Hide +7*, Jump +17, Knowledge (nature) +12, Listen +12, Move Silently +10, Spot +12, Survival +13, and Swim +18*
Advancement: Greater wurm 13-19 HD (Large)
Climate/Terrain: Warm or temperate forest
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. The forest wurm can breathe forth a cone of sticky resin that hardens quickly, similar to the substance of a tanglefoot bag. Creatures in the area become covered in the resin and entangled, suffering a -2 circumstance penalty to attacks and a -4 circumstance penalty to effective Dexterity. An entangled creature must succeed at a Reflex save or be glued to the ground, unable to move. Even with a successful save, the creature can only move at half speed.
A character glued to the ground can break free with a successful Strength check (DC = to the Reflex DC + 10), or by dealing 20 points of damage to the resin with a slashing weapon (hitting the resin is automatic). Once free, the creature moves at half speed. A character capable of spellcasting who is bound by the resin must make a Concentration check (DC 15) to successfully cast a spell. The resin becomes brittle and falls away after 10 minutes.
Scent (Ex): A forest wurm can detect opponents (even invisible or hidden foes) within 30 feet by sense of smell. Forest wurms can also use this ability to follow tracks by smell.
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.