Landwyrm Species in Erenel | World Anvil

Landwyrm

A primitive cousin of modern day ascendant dragons and often looked down upon by their relatives, landwyrms believe they are the true dragons of Erenel. As the first dragon blessed with a breath weapon, designed as the creator god Al'Madoon, the Architect intended during creation, landwyrms despise the five dragon types (chromatic, cosmic, gemstone, hexwing, metallic) created from the shattered soul of the nameless one. The ascendant dragons dismiss such claims, regulating landwyrms into the grottos of Erenel, unimpressed by their origin.
 
Landwyrms are notoriously difficult to reason with, as they famously regard compromise as weakness, inevitably brought on by their inferiority complex to ascendant dragons. While challenging, if a landwyrm is willing to communicate peacefully, they possess vast knowledge of the surrounding region and can prove to be a source of great wisdom for skilled diplomats.   Found in arid, temperate, or tropical climes, landwyrms shelter in caves often deep underground. Known to ruthlessly hunt enemy predators, they vigilantly patrol and defend their lair. Adventurers who stumble upon chewed stone carvings in the wild will take heed to the warning - a lair must be nearby.

Basic Information

Anatomy

Landwyrms are as deadly as they are cunning, forced to adapt to the environment as wingless predators. All landwyrms lack wings and limbs, taking a more serpentine body shape, with powerful jaws and thick green-and-black scales which take on a serratedformation. This scale pattern allows the landwyrm to quickly burrow into the ground and ambush prey if they venture too close.   Like their ascendant dragon cousins, the landwyrm benefits from a breath weapon. However, because they lack the infusion of creator magic, the landwyrm instead regurgitates and spews an adhesive stomach acid that can burn and blind creatures in a large area.

Landwyrm's Lair

Landwyrms make their permanent lair deep underground, preferably with multiple choke points should it be necessary to defend. They commonly leave dozens of carved stone relics with chunks bitten off to function as a warning at the entrance of the cavernous network. Landwyrms defend their lair by defensively shaping stone and with their burrowing abilities, trying to separate intruders from one another for quick and efficient kills.   If a landwyrm is put in an unwinnable position, it looks to flee, using its rush ability to gain distance before burrowing away.
 
Regional Effects
The region containing a legendary landwyrm is warped by the dragon's magic which creates one or both of the following effects:
  • Dangerous Wildlife. Basilisks are often drawn to a landwyrm's lair and serve as guardians.
  • Rocky Terrain. The land within 6 miles of the lair takes twice as long to traverse. The ground naturally protrudes into jagged shards similar to the landwyrm's scales.
  • 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:
  • Solid Stone. 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.
  • Spike Growth. 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.
  • Tremors. 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
    Prehistoric Dragon
    by Daniel Comerci

    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 ascendant dragons remains.
     
    Category Size Age
    Wyrmling Medium 5 or younger
    Young Large 6-100
    Adult Huge 101-800
    Ancient Gargantuan 801+
     

    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 grow bored or are not treated with great respect.

    Basilisk Landwyrm Statblocks

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    Ancient Landwyrm 5E Statblock

    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.


    Adult Landwyrm 5E Statblock

    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.


    Young Landwyrm 5E Statblock

    Young Landwyrm CR: 8

    Large dragon, typically neutral evil
    Armor Class: 17
    Hit Points: 142 (15d10 + 60)
    Speed: 40 ft , burrow: 40 ft , swim: 40 ft

    STR

    18 +4

    DEX

    10 +0

    CON

    19 +4

    INT

    16 +3

    WIS

    14 +2

    CHA

    15 +2

    Saving Throws: Dex +3, Con +7, Wis +5, Cha +5
    Skills: Perception +8, Stealth +3
    Damage Immunities: acid, poison
    Condition Immunities: charmed, frightened, poisoned
    Senses: blindsight 30ft., darkvision 120ft., passive Perception 18
    Languages: Common, Draconic, Undercommon
    Challenge Rating: 8 ( 3900 XP)
    Proficiency Bonus: +3

    The landwyrm can cast the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14)

    1/day: earthen grasp, freedom of movement, stinking cloud


    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 + 4) piercing damage plus 3 (1d6) acid damage.  
    Tail
    Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit 7 (1d6 + 4) bludgeoning damage.  
    Breath Weapon (Recharges 5-6)
    The landwyrm uses one of the following breath weapons.  
  • Acid Breath. The landwyrm exhales acid in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one.
  • Acidic Spittle. The landwyrm exhales acidic adhesive in a 30-foot cone. Each creature in that area must succeed on a DC 15 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. A blinded creature can take an action to clear its eyes of acidic spittle, ending the effect for it.


  • Landwyrmling 5E Statblock

    Landwyrmling CR: 2

    Medium dragon, typically neutral evil
    Armor Class: 16
    Hit Points: 39 (6d8+12)
    Speed: 30 ft , burrow: 15 ft , swim: 30 ft

    STR

    15 +2

    DEX

    10 +0

    CON

    15 +2

    INT

    14 +2

    WIS

    12 +1

    CHA

    13 +1

    Saving Throws: Dex +2, Con +4, Wis +3, Cha +3
    Skills: Perception +5, Stealth +2
    Damage Immunities: acid, poison
    Condition Immunities: charmed, frightened, poisoned
    Senses: blindsight 10ft., darkvision 60ft., passive Perception 15
    Languages: Draconic
    Challenge Rating: 2 ( 450 XP)
    Proficiency Bonus: +2

    Actions

    Bite
    Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d10 + 2) piercing damage.  
    Breath Weapon (Recharges 5-6)
    The landwyrm uses one of the following breath weapons.  
  • Acid Breath. The landwyrm exhales acid in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful
  • Acidic Spittle. The landwyrm exhales acidic adhesive in a 15-foot cone. Each creature in that area must succeed on a DC 12 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. A blinded creature can take an action to clear its eyes of acidic spittle, ending the effect for it.



  • Cover image: by Daniel Comerci

    Comments

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    Aug 14, 2020 17:25 by Peter M Thomsen

    Great job.

    Aug 14, 2020 17:33 by Gamingbrew

    Thanks!

    Aug 14, 2020 21:41

    Definitely great work on this

    Aug 15, 2020 15:14 by Gamingbrew

    Thank you!

    Aug 15, 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!

    Aug 15, 2020 15:17 by Gamingbrew

    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.

    Aug 15, 2020 17:24

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

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