Wurm, Greater, Storm (CR 15)

Large Dragon
Alignment: Usually chaotic neutral
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: 20 ft., fly 40 ft.(clumsy)
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 (cone of stunning lightning 6d6 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: Any land (storms)
Organization: Solitary or pair (1-2)
Treasure/Possessions: Standard

Source: Dragon #296

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. A storm wurm's breath weapon is a cone of stunning lighting (10d6 electricity damage). Creatures in the area must succeed at a Reflex save to take half damage. Any creature damaged by the lightning is also stunned for 1d4 rounds.

Scent (Ex): A storm wurm can detect opponents (even invisible or hidden foes) within 30 feet by sense of smell. Storm wurms can also use this ability to follow tracks by smell. For a full description of this ability, see the Monster Manual.

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.