Ancient Basilisk Landwyrm CR: 23
Gargantuan dragon, chaotic evil
Armor Class: 22
Hit Points: 378 (20d20+168)
Speed:
40 ft
, burrow: 40 ft
Saving Throws: Dex +7, Con +15, Wis +11, Cha +12
Skills: Perception +18, Stealth +7
Damage Immunities: acid
Senses: blindsight 60ft., darkvision 120ft., passive Perception 28
Languages: Common, Draconic
Challenge Rating: 23
Legendary Resistance (3/day). If the landwyrm fails a saving throw, it can choose to succeed instead.
Actions
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: +16 to hit, reach 15ft., one target. Hit 20 (2d10 + 9) piercing damage plus 9 (2d8) acid damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit 16 (2d6 + 9) 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 20 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 90-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Constitution saving throw, taking 58 (13d8) 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 DC23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The landwyrm can then move up to half its movement 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 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.
Peter M Thomsen
Great job.
Gamingbrew
Thanks!