2026/04/20 Update
Added a bunch of notes on various creatures or encounters. Added some media for reference.
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_notes_/Half-earth_spinewyrm.md
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_notes_/Half-earth_spinewyrm.md
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# Half-Earth Elemental Spinewyrm
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*Huge Magical Beast (Earth)*
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**Challenge Rating:** 17
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---
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## Hit Dice
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**16d10+96** (184 hp)
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---
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## Initiative
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+0
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---
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## Speed
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30 ft., burrow 20 ft.; **earth glide**
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---
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## Armor Class
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**29** (<28>2 size, +0 Dex, +21 natural)
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Touch 8, flat-footed 29
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---
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## Base Attack / Grapple
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+16 / +32
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---
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## Attack
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Bite +22 melee (2d8+12)
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---
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## Full Attack
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Bite +22 melee (2d8+12)
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Tail slap +20 melee (2d6+6)
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---
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## Space / Reach
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15 ft. / 10 ft.
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---
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## Special Attacks
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**Poison Spines (Ex)**
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Injury; Fort DC **26**; initial and secondary damage **1d6 Con**
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DC = 10 + <20> HD (8) + Con modifier (8)
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**Spine Volley (Ex)**
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As base spinewyrm; unchanged
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**Earth Mastery (Ex)**
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The spinewyrm gains a +1 bonus on attack and damage rolls if both it and its opponent are touching the ground.
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---
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## Special Qualities
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- Darkvision 60 ft.
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- Low-light vision
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- Tremorsense 60 ft.
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**Earth Glide (Su)**
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The spinewyrm can move through stone, dirt, or earth as easily as a fish moves through water. It leaves no tunnel or trace.
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**Damage Reduction:** 10/adamantine
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**Elemental Immunities:**
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Immune to sleep, paralysis, and poison effects
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**Acid Resistance:** 20
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---
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## Saves
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- Fort +18
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- Ref +10
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- Will +7
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---
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## Abilities
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| Ability | Score |
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|-------|------:|
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| Strength | 33 |
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| Dexterity | 10 |
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| Constitution | 27 |
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| Intelligence | 2 |
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| Wisdom | 12 |
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| Charisma | 6 |
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---
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## Skills
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Listen +19, Spot +19, Survival +17
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---
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## Feats
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Power Attack
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Improved Natural Attack (bite)
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Multiattack
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Weapon Focus (bite)
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Awesome Blow
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Improved Bull Rush
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---
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## Environment
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Warm deserts, rocky badlands, silt margins
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---
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## Organization
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Solitary
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---
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## Alignment
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Always neutral
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---
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## Advancement
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None (maximum Hit Dice reached)
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