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Adult Basilisk Landwyrm

Huge dragon, chaotic evil
Armor Class: 19
Hit Points: 195 (17d12+85)
Speed: 40ft Burrow: 40ft


24 +7


10 +0


22 +6


16 +3


15 +2


17 +3

Saving Throws: Dex +7, Con +11, Wis +7, Cha +8
Skills: Perception +12, Stealth +5
Damage Immunities: acid
Senses: blindsight 60ft., darkvision 120ft., passive Perception 22
Languages: Common, Draconic
Challenge Rating: 14

Legendary Resistance (3/day). If the landwyrm fails a saving throw, it can choose to succeed instead.


Multiattack. The landwyrm can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 18 (2d10 + 7) piercing damage plus 4 (1d8) acid damage.   Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 14 (2d6 + 7) slashing damage.   Frightful Presence. Each creature of the landwyrms's choice that is within 120 feet of the landwyrm and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the landwyrm's Frightful Presence for the next 24 hours.   Petrifying Breath (Recharges 5-6). The landwyrm exhales acidic adhesive in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Constitution saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the creature begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or similar magic.

Legendary Actions

The landwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The landwyrm regains spent legendary actions at the start of its turn.   Detect. The landwyrm makes a Wisdom (Perception) check.   Claw Attack. The landwyrm makes a claw attack.   Erupting Stomp. The landwyrm forcefully slams the ground. Each creature within 15 feet of the landwyrm must succeed on a DC 19 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The landwyrm can then move up to half its movement speed.

Created by


Statblock Type

Monster (2020)