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