Landwyrm, Hill (CR 12)
Alignment: Usually chaotic evil
Initiative: +4; Senses: Listen +19 and Spot +11
Languages: Draconic, Goblin, and Common
AC: 23 (-2 size, +15 natural), touch 8, flat-footed 25
Hit Dice: 20d12+100 (230 hp)
Fort +17, Ref +10, Will +11
Speed: 50 ft., burrow 10 ft.
Space: 15 ft./10 ft.
Base Attack +20; Grapple +36
Attack: Bite +27 melee; or claw +25 melee
Full Attack: Bite +27 melee and 2 claws +25 melee
Damage: Bite 2d8+9/19-20, claws 2d6+4
Special Attacks/Actions: Frightful presence, improved grab
Abilities: Str 29, Dex 10, Con 20, Int 9, Wis 13, Cha 12
Special Qualities: -
Feats: Improved Critical (bite); Improved Initiative; Improved Overrun; Multiattack; Power Attack; Stealthy; Track
Skills: Hide +12*, Intimidate +21, Knowledge (local) +9, Knowledge (nature) +9, Listen +19, Sense Motive +19, Spot +11, and Survival +9
Advancement: 21-31 HD (Huge); 32-39 HD (Gargantuan); 40-48 HD (Colossal)
Climate/Terrain: Temperate hills
Organization: Solitary, pair, or brood (3-6)
Frightful Presence (Ex): 100-ft. radius, HD 19 or fewer, Will DC 21 negates.
Improved Grab (Ex): To use this ability, a hill landwyrm must hit a creature of its size or smaller with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Skills: *Hill landwyrms have a +4 racial bonus on Ride checks when in hills terrain. This bonus on Hide checks increases to +8 when the landwyrm is immobile.