Wurm, Greater, Tundra (CR 15)
Large Dragon (Cold)
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: 30 ft., burrow 10 ft., climb 20 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 (Line of Cold 6d6/1d8 DC20)
Abilities: Str 26, Dex 12, Con 18, Int 14, Wis 6, Cha 4
Special Qualities: spells (CL 12), cold subtype
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: Cold plains and 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. The tundra wurm's breath weapon is a line of strength-draining cold. Creatures in the area suffer cold damage (10d6) (Reflex save for half) and must make a Fortitude save or suffer temporary Strength damage (2d6).
Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.
Ice Walk (Ex): A tundra wurm is as sure-footed on ice and snow as in dry conditions and never needs to make a Balance check to move on ice during normal conditions.
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.
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.