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
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
allows a wyrm to detect approaching enemies, sniff out hidden foes, and track
by sense of smell. See Special Qualities for more information.
Wyrms are immune to sleep, hold, and paralysis effects.
Wyrms receive a +3 species bonus
on Spot checks during daylight hours.
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
, 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.
Listen +22, Move Silently +17, Search +17, Spot +22 (+25 during daylight).
20-26 HD (Huge); 27-38 HD (Gargantuan); 39-45 HD (Colossal).
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
(save DC 15; initial and secondary 2d6 Con), scent
, 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.
Listen +10, Move Silently +7, Search +5, Spot +10 (+13 during daylight).