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

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Ancient Landwyrm CR: 21

Gargantuan dragon, typically neutral evil
Armor Class: 20
Hit Points: 407 (20d20 + 168)
Speed: 40 ft , burrow: 40 ft , swim: 40 ft

STR

25 +7

DEX

10 +0

CON

27 +8

INT

20 +5

WIS

17 +3

CHA

18 +4

Saving Throws: Dex +7, Con +15, Wis +10, Cha +11
Skills: Perception +17, Stealth +7
Damage Immunities: acid, poison
Condition Immunities: charmed, frightened, poisoned
Senses: blindsight 60ft., darkvision 120ft., passive Perception 27
Languages: Common, Draconic, Undercommon
Challenge Rating: 21 ( 33000 XP)
Proficiency Bonus: +7

The landwyrm can cast the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 20)

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: +14 to hit, reach 15ft., one target. Hit 18 (2d10 + 7) piercing damage plus 11 (2d10) acid damage.  
Tail
Melee Weapon Attack: +14 to hit, reach 20ft., one target. Hit 12 (1d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 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 19 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 21 Dexterity saving throw, taking 67 (15d8) 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 21 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 19 Dexterity saving throw or take 16 (3d10) bludgeoning damage and be knocked prone. The landwyrm can then burrow up to half its burrow speed.

    Lair Actions

    On initiative count 20 (losing initiative ties), the Landwyrm takes a lair action to cause one of the following effects; the Landwyrm can't use the same effect two rounds in a row:

    • The Landwyrm creates a wall of stone, identical to the spell Wall of Stone on a solid surface it can see within 120-feet. The wall can be up to 60-feet long, 10-feet high and 6 inches thick. The wall disappears when the Landwyrm uses this lair action again or when the Landwyrm dies.
    • The Landwyrm chooses a point on the ground that it can see within 120 feet. Stone spikes erupt from the ground in a 20-foot radius, identical to the spell Spike Growth. The stone spikes disappear when they Landwyrm uses this lair action again or when the Landwyrm dies.
    • A tremor shakes the lair in a 60-foot radius around the Landwyrm. Each creature other than the Landwyrm on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.

    Regional Effects

    The region containing a legendary Landwyrm is warped by the dragon's magic which creates one or more of the following effects:

    • The land with 6 miles of the lair takes twice as long to traverse, since the ground protrudes into jagged shards.
    • Basilisks are drawn to the lair and often serve as guardians for the Basilisk Landwyrm and mutual protection.


    Created by

    Gamingbrew.

    Statblock Type

    Monster

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