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NWNDS/_notes_/Half-earth_spinewyrm.md
Jaysyn904 f5c1c36cc6 2026/04/20 Update
Added a bunch of notes on various creatures or encounters.
Added some media for reference.
2026-04-20 16:06:16 -04:00

1.8 KiB
Raw Blame History

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)