Adult Landwyrm | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Adult Landwyrm CR: 16

Huge dragon, typically neutral evil
Armor Class: 18
Hit Points: 212 (17d12 + 102)
Speed: 40 ft , burrow: 40 ft , swim: 40 ft

STR

22 +6

DEX

10 +0

CON

23 +6

INT

18 +4

WIS

15 +2

CHA

17 +3

Saving Throws: Dex +5, Con +11, Wis +7, Cha +8
Skills: Perception +12, Stealth +5
Damage Immunities: acid, poison
Condition Immunities: charmed, frightened, poisoned
Senses: blindsight 60ft., darkvision 120ft., passive Perception 22
Languages: Common, Draconic, Undercommon
Challenge Rating: 16 ( 15000 XP)
Proficiency Bonus: +5

The landwyrm can cast the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17)

1/day: earthen grasp, freedom of movement, move earth, stinking cloud, wall of stone


Legendary Resistance (3/day)
If the landwyrm fails a saving throw, it can choose to succeed instead.  
Siege Monster
The landwyrm deals double damage to objects and structures.

Actions

Multiattack
The landwyrm makes one bite attack and two tail attacks.  
Bite
Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 18 (2d10 + 6) piercing damage plus 5 (1d10) acid damage.  
Tail
Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit 11 (1d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.  
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 17 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.  
Breath Weapon (Recharges 5-6)
The landwyrm uses one of the following breath weapons.  
  • Acid Breath. The landwyrm exhales acid in a 90-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one.
  • Acidic Spittle. The landwyrm exhales acidic adhesive in a 90-foot cone. Each creature in that area must succeed on a DC 19 Constitution saving throw or be blinded. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • Bonus Actions

    Rush
    The landwyrm moves up to its movement speed without provoking attacks of opportunity.

    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.  

    Prehistoric Rage (Costs 2 Actions)
    The landwyrm uses its Rush or Spellcasting.  
    Tail Attack
    The landwyrm makes a tail attack.  
    Erupting Slam (Costs 2 Actions)
    The landwyrm forcefully slams the ground. Each creature within 20 feet of the landwyrm must succeed on a DC 17 Dexterity saving throw or take 10 (2d10) bludgeoning damage and be knocked prone. The landwyrm can then burrow up to half its burrow speed.


    Created by

    Gamingbrew.

    Statblock Type

    Monster

    Link/Embed