Added a bunch of notes on various creatures or encounters. Added some media for reference.
1.8 KiB
Half-Earth Elemental Spinewyrm
Huge Magical Beast (Earth)
Challenge Rating: 17
Hit Dice
16d10+96 (184 hp)
Initiative
+0
Speed
30 ft., burrow 20 ft.; earth glide
Armor Class
29 (–2 size, +0 Dex, +21 natural)
Touch 8, flat-footed 29
Base Attack / Grapple
+16 / +32
Attack
Bite +22 melee (2d8+12)
Full Attack
Bite +22 melee (2d8+12)
Tail slap +20 melee (2d6+6)
Space / Reach
15 ft. / 10 ft.
Special Attacks
Poison Spines (Ex)
Injury; Fort DC 26; initial and secondary damage 1d6 Con
DC = 10 + ½ HD (8) + Con modifier (8)
Spine Volley (Ex)
As base spinewyrm; unchanged
Earth Mastery (Ex)
The spinewyrm gains a +1 bonus on attack and damage rolls if both it and its opponent are touching the ground.
Special Qualities
- Darkvision 60 ft.
- Low-light vision
- Tremorsense 60 ft.
Earth Glide (Su)
The spinewyrm can move through stone, dirt, or earth as easily as a fish moves through water. It leaves no tunnel or trace.
Damage Reduction: 10/adamantine
Elemental Immunities:
Immune to sleep, paralysis, and poison effects
Acid Resistance: 20
Saves
- Fort +18
- Ref +10
- Will +7
Abilities
| Ability | Score |
|---|---|
| Strength | 33 |
| Dexterity | 10 |
| Constitution | 27 |
| Intelligence | 2 |
| Wisdom | 12 |
| Charisma | 6 |
Skills
Listen +19, Spot +19, Survival +17
Feats
Power Attack
Improved Natural Attack (bite)
Multiattack
Weapon Focus (bite)
Awesome Blow
Improved Bull Rush
Environment
Warm deserts, rocky badlands, silt margins
Organization
Solitary
Alignment
Always neutral
Advancement
None (maximum Hit Dice reached)