A primitive cousin of dragonkind and often looked down upon by their relatives, Landwyrms believe they are true authentic dragons, the first blessed with breath, designed as Al’Madoon intended during creation. Most dragonkind dismiss such claims, regulating Landwyrms into the grottos of Erenel, unimpressed by their origin. Landwyrms are as deadly as they are cunning, forced to adapt to the environment as wingless predators. All landwyrms lack wings and instead take a more serpentine body shape, with powerful jaws, clawed extremities, and thick scales with coloration to match their chosen habitat.
Landwyrms are notoriously challenging to reason with, as they regard compromises as weakness, inevitably brought on by their inferiority complex to dragonkind. Although difficult, if a Landwyrm is willing to listen peacefully, they possess vast knowledge of the surrounding environment and can prove to be a source of great wisdom for skilled diplomats.
Found in arid, temperate, or tropical climes, basilisk landwyrms shelter in caves often deep underground. Known to ruthlessly hunt enemy predators, basilisk landwyrms will vigilantly patrol and defend their lair. Adventurers who stumble upon remarkably lifelike stone carvings in the wild will take heed to the warning - a lair must be nearby.
Young landwyrms can make excellent mounts for riders they deem worthy. Strong-willed and independent, a landwyrm is not tamed but instead agrees to aid the rider until they age into an adult or become bored. For players not trained in the Dragon Rider feat, a landwyrm will prove to be a problematic mount to ride.
Basilisk Landwyrm's Lair
Basilisk Landwyrms make their permanent lair deep underground, preferably with multiple choke points should it be necessary to defend. They commonly leave dozens of stone relics with chunks bitten off to act as a warning at the entrance of the cavernous network. Basilisk Landwyrms defend their lair by tethering into the stone and their petrification abilities, attempting to cut off intruders from one another to finish off more easily.
The region containing a legendary Basilisk 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.
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.
Landwyrm Life CycleLandwyrms pass through four distinct stages of life, from the newly hatched Wyrmling to the gargantuan Ancient, which can live for a thousand years. In that time, kingdoms rise and fall, but the Landwyrm's hatred to other Dragonkind remains.
|Wyrmling||Medium||5 or younger|