Wyrmling, Tundra (CR 5)

Small Dragon (Cold)
Alignment: Usually chaotic neutral
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: keen senses
Languages: Draconic

AC: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Hit Dice: 4d12+4 (30 hp)
Fort +5, Ref +5, Will +5
Speed: 30 ft., burrow 10 ft.,climb 20 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple -5
Attack: Bite +8 melee
Full Attack: Bite +8 melee
Damage: Bite 1d6+3
Special Attacks/Actions: Breath weapon (Line of Cold 2d6/1d4 DC13)
Abilities: Str 14, Dex 6, Con 12, Int 10, Wis 12, Cha 10
Special Qualities: spells (CL 4), cold subtype
Feats: Improved Initiative; Weapon Focus (bite)
Skills: Climb +6*, Hide +11*, Knowledge (nature) +4, Survival +5, and Swim +6*
Advancement: Wurmling 5-7 HD (Small)
Climate/Terrain: Cold plains and mountains
Organization: Clutch (1-3)
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. The tundra wurm's breath weapon is a line of strength-draining cold. Creatures in the area suffer cold damage (2d6) (Reflex save for half) and must make a Fortitude save or suffer temporary Strength damage (1d4).

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.

Cold Subtype

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.