Breath Weapon (Su): A wyrm can breathe a 60-foot-long, 5-foot-wide line of fire every 1d4 rounds as an
attack action. Any
creature in the line of fire takes 10d10 points of
damage, or half
damage if a Reflex save (DC 25) succeeds.
Improved Grab (Ex): To use this
ability, a wyrm must hit with both claw attacks. If it gets a hold, it hangs on and stings. If a wyrm grabs a
creature two or more
size categories smaller, it automatically deals
damage with both claws and its sting each round the hold is maintained. See
Improved Grab.
Poison (Ex): A
creature stung by a wyrm must succeed on a Fortitude save (DC 25) or take 2d6 points of temporary Constitution
damage. After 1 minute has elapsed, the
creature must succeed on a second save (DC 25) or take another 2d6 points of temporary Constitution
damage.
Scent (Ex): This
ability allows a wyrm to detect approaching enemies, sniff out hidden foes, and
track by sense of smell. See Special Qualities for more information.
Immunities (Ex): Wyrms are immune to sleep, hold, and paralysis effects.
Skill Bonus: Wyrms receive a +3
species bonus on Spot checks during daylight hours.
Wyrm (Adult): CR 17; Huge
dragon; HD 19d12+114; hp 237; Mas 23; Init -2; Spd 20 ft., fly 60 ft. (poor), burrow 20 ft.;
Defense 21, touch 6, flat-footed 21 (-2
size, -2 Dex, +15 natural); BAB +19; Grap +37; Atk +28 melee (1d8+10 plus
poison, sting); Full Atk +28 melee (1d8+10 plus
poison, sting), +26 melee (2d8+5, bite), +26 melee (2d6+5, 2 claws); FS 15 ft. by 15 ft.;
Reach 10 ft.; SQ
breath weapon,
improved grab,
fling,
poison,
scent,
immunities, darkvision 60 ft.; AL evil; SV Fort +17, Ref +9, Will +12; AP 0; Rep +0; Str 31, Dex 7, Con 23, Int 6, Wis 12, Cha 10.
Skills: Listen +22, Move Silently +17, Search +17, Spot +22 (+25 during daylight).
Advancement: 20-26 HD (Huge); 27-38 HD (Gargantuan); 39-45 HD (Colossal).
Wyrm (Hatchling): CR 6; Medium-
size dragon; HD 7d12+14; hp 59; Mas 15; Init +0; Spd 20 ft., fly 60 ft. (poor), burrow 20 ft.;
Defense 18, touch 10, flat-footed 18 (+8 natural); BAB +7; Grap +9; Atk +10 melee (1d4+2 plus
poison, sting); Full Atk +10 melee (1d4+2 plus
poison, sting), +4 melee (1d8+1, bite), +4 melee (1d6+1, 2 claws); FS 5 ft. by 5 ft.;
Reach 5 ft.; SQ
breath weapon (DC 15; 3d10 points of fire
damage),
improved grab,
poison (save DC 15; initial and secondary 2d6 Con),
scent,
immunities, darkvision 60 ft.; AL evil; SV Fort +7, Ref +5, Will +6; AP 0; Rep +0; Str 15, Dex 10, Con 15, Int 6, Wis 12, Cha 10.
Skills: Listen +10, Move Silently +7, Search +5, Spot +10 (+13 during daylight).