Landwyrm, Tundra (CR 14)
Alignment: Usually neutral
Initiative: +4; Senses: tremorsense 60 ft., Listen +31, and Spot +17
Languages: Draconic and Common
AC: 26 (-2 size, +18 natural), touch 8, flat-footed 26
Hit Dice: 24d12+144 (300 hp)
Fort +20, Ref +14, Will +15
Speed: 50 ft., burrow 20 ft.
Space: 15 ft./10 ft.
Base Attack +24; Grapple +40
Attack: Bite +30 melee; or claw +28 melee
Full Attack: Bite +30 melee and 2 claws +28 melee
Damage: Bite 2d8+8/19-20, claw 2d6+4
Special Attacks/Actions: Blood drain, frightful presence, improved grab, snatch
Abilities: Str 27, Dex 10, Con 22, Int 9, Wis 13, Cha 12
Special Qualities: Cold adaptation, resistance to cold 20
Feats: Blind-fight; Cleave; Improved Critical (bite); Improved Initiative; Multiattack; Power Attack; Snatch; Stealthy; Track
Skills: Diplomacy +13, Gather Information +3, Hide +16*, Knowledge (local) +21, Knowledge (nature) +21, Listen +31, Sense Motive +9, Spot +17, and Survival +23
Advancement: 25-31 HD (Huge); 32-39 HD (Gargantuan); 40-48 HD (Colossal)
Climate/Terrain: Cold plains
Organization: Solitary, pair, or cluster (3-6)
Blood Drain (Ex): If a tundra landwyrm gets a hold on a living foe, it can drain blood with a successful grapple check. Each successful grapple check deals 1d6 points of Constitution damage to its target. A single landwyrm can deal as many points of Constitution damage in a day as it has Hit Dice.
Frightful Presence (Ex): 120-ft. radius, HD 23 or fewer, Will DC 23 negates.
Improved Grab (Ex): To use this ability a tundra landwyrm must hit a creature of its size or smaller with a claw attack. If it gets a hold, it can attempt to draw blood. It can also attempt to start a grapple as a free action without provoking an attack of opportunity.
Snatch (Ex): Against Small or smaller creatures, bite for 2d8+8/round or claw for 2d6+4/round.
Cold Adaptation (Ex): Tundra landwyrms take no non-lethal damage from exposure to low temperatures (though this ability doesn't affect normal cold-based damage). They suffer no ill effects (such as penalties on Spot checks) from snow or sleet and can walk across icy surfaces without needing to make a Balance check.
Skills: *Tundra landwyrms have a +4 racial bonus on Hide checks when in cold desert or plains environments. This bonus on Hide checks increases to +8 when the landwyrm is immobile.