Basilisk Landwyrm Species in Erenel | World Anvil

Basilisk Landwyrm

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.
 

Unpredictable

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.
 

Trained Mounts

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.
 
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.
 
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.
Scientific Name
Dragon
Lifespan
800 years or more

Landwyrm Life Cycle

Landwyrms 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.
 
Category Size Age
Wyrmling Medium 5 or younger
Young Large 6-100
Adult Huge 101-800
Ancient Gargantuan 801+
 
by Dean Spencer

Basilisk Landwyrm Statblocks

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Ancient Basilisk Landwyrm 5E Statblock

Ancient Basilisk Landwyrm CR: 23

Gargantuan dragon, chaotic evil
Armor Class: 22
Hit Points: 378 (20d20+168)
Speed: 40 ft , burrow: 40 ft

STR

28 +9

DEX

10 +0

CON

26 +8

INT

24 +7

WIS

19 +4

CHA

21 +5

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.


Adult Basilisk Landwyrm 5E Statblock

Adult Basilisk Landwyrm CR: 14

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

STR

24 +7

DEX

10 +0

CON

22 +6

INT

16 +3

WIS

15 +2

CHA

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.

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: +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.


Young Basilisk Landwyrm 5E Statblock

Young Basilisk Landwyrm CR: 7

Large dragon, chaotic evil
Armor Class: 18
Hit Points: 133 (14d10+56)
Speed: 40 ft , burrow: 29 ft

STR

20 +5

DEX

10 +0

CON

18 +4

INT

12 +1

WIS

11 +0

CHA

15 +2

Saving Throws: Dex +5, Con +7, Wis +3, Cha +5
Skills: Perception +6, Stealth +5
Damage Immunities: acid
Senses: blindsight 30ft., darkvision 120ft., passive Perception 16
Languages: Common, Draconic
Challenge Rating: 7

Actions

Multiattack. The landwyrm makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 16 (2d10 + 5) piercing damage plus 4 (1d8) acid damage.   Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) slashing damage.   Petrifying Breath (Recharges 5-6). The landwyrm exhales acidic adhesive in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Constitution saving throw, taking 40 (9d8) 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.


Basilisk Landwyrmling 5E Statblock

Basilisk Landwyrmling CR: 3

Medium dragon, chaotic evil
Armor Class: 17
Hit Points: 38 (6d8+12)
Speed: 30 ft , burrow: 20 ft

STR

17 +3

DEX

10 +0

CON

15 +2

INT

12 +1

WIS

11 +0

CHA

13 +1

Saving Throws: Dex +2, Con +4, Wis +2, Cha +3
Skills: Perception +4, Stealth +2
Damage Immunities: acid
Senses: blindsight 10ft., darkvision 60ft., passive Perception 14
Languages: Common, Draconic
Challenge Rating: 3

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (1d10 + 3) piercing damage plus 3 (1d6) acid damage.   Petrifying Breath (Recharges 5-6). The landwyrm exhales acidic adhesive in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failed save the creature takes 18 (4d8) acid damage and is restrained. On a successful save the creature takes half damage and is not restrained. A restrained creature can repeat the saving throw at the beginning of its turns, ending the effect on a success.


Comments

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Grandmaster Matheral
Peter M Thomsen
14 Aug, 2020 17:25

Great job.

14 Aug, 2020 17:33

Thanks!

14 Aug, 2020 21:41

Definitely great work on this

15 Aug, 2020 15:14

Thank you!

15 Aug, 2020 00:41

I like this overall, but I think the Intelligence stat for the Ancient is too high. The highest ancient dragon Intelligence listed in the MM is 20, and for the most part drop in 2 point bumps from ancient to wyrmling. I do agree though that the regional effects would be expanded from the usual one mile since unlike their winged cousins, they spend all their time on the ground in that area. Overall great work!

15 Aug, 2020 15:17

Glad you like it! The idea that a Ancient Dragon has the same 20 Int as a Balor but a Kraken has 22 always rubbed me the wrong way. I like my Ancient Dragons as one of the most intelligent creatures in the multiverse.

15 Aug, 2020 17:24

Different GM's, different philosophies, just one of the things that makes TTRPGs great!

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