Wormdrake (CR 20)

Gargantuan Dragon
Alignment: Always neutral evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: blindsight 60 ft., darkvision 120 ft., Listen +34, and Spot +34
Languages: Abyssal, Common, Draconic, Giant, Infernal


AC: 39 (-4 size, +3 Dex, +30 natural), touch 9, flat-footed 41
Hit Dice: 26d12 (377 hp); DR: 15/magic
Fort +23, Ref +18, Will +20
Speed: 20 ft., fly 120 ft. (average)
Space: 20 ft./15 ft. (20 ft. with bite)
Base Attack +30; Grapple +52
Attack: Melee* bite +31 and 2 wings +29 and tail sweep +29
Full Attack: Melee* bite +31 and 2 wings +29 and tail sweep +29 (*5 point Power Attack)
Damage: Bite 4d6+19/19-20, wings 2d6+17, tail sweep 2d8+31
Special Attacks/Actions: Spell-Like Abilities (CL 20th, +36 touch +25 ranged touch)
Abilities: Str 38, Dex 16, Con 27, Int 22, Wis 20, Cha 22
Special Qualities: frightful presence (120 feet, Will DC 29 negates), regeneration 10;Immune cold, acid, Resist electricity 20, fire 20; SR 34
Feats: Cleave; Flyby Attack; Hover; Improved Critical (bite); Improved Initiative; Improved Sunder; Power Attack; Quicken Spell-Like Ability (hold monster); Wingover
Skills: Bluff +35, Concentration +37, Intimidate +37, Knowledge (arcana) +35, Knowledge (dungeoneering) +35, Knowledge (religion) +35, Knowledge (the planes) +35, Listen +34, Search +35, Sense Motive +34, Spellcraft +37, and Spot +34
Advancement: 27-40 HD (Gargantuan), 41-78 HD (Colossal)
Climate/Terrain: Wormcrawl Fissure
Organization: Solitary
Treasure/Possessions: Triple standard

Source: Dungeon #134

At will - greater dispel magic, inflict serious wounds (DC 19), true seeing; 3/day - greater teleport, harm (DC 22), quickened hold monster; 1/day - control undead, energy drain, gate

Breath Weapon (Su): A wormdrake has two breath weapons. The first is a 60-foot cone of supernaturally cold acid. The breath weapon inflicts 12d10 cold and 12d10 acid damage, or half on a successful DC 31 Reflex save. It may use this breath weapon once every 1d4 rounds.

The second breath weapon is a 120-foot line of writhing Kyuss worms. All creatures in this area suffer 12d6 points of damage from hundreds of slavering bites and must make a DC 31 Reflex save to avoid becoming infested. An infested character takes 1d6 points of Intelligence damage per round until he is cured by remove disease or heal, or until he reaches an Intelligence of 0, at which point he dies and rises as a free-willed favored spawn of Kyuss (or a zombie if you don't have access to this template). A wormdrake may use this breath weapon only once per day; using this breath weapon does not count as a use of a breath weapon for its freezing acid breath weapon - a wormdrake may use these two breath weapons back to back in successive rounds if it wishes.

The save DC for both breath weapons is Constitution-based.

Frightful Presence (Su): When a wormdrake attacks, it exudes an aura of fear to a radius of 120 feet. All creatures in this area must make a DC 28 Will save to avoid the effects of this fear. Creatures with 12 Hit Dice or less are paralyzed with fear for 1d4 rounds, while those with more Hit Dice are panicked for 1d4 rounds. Creatures who make the save are shaken for 1d4 rounds. A creature can be affected by a wormdrake's frightful presence only once per encounter.

Regeneration (Ex): Wormdrakes take lethal damage from silver weapons and fire.

Summon Worms (Sp): Once per day, a wormdrake may summon 1d4 purple worms and frost worms (in any combination). Summoned worms obey the wormdrake's telepathic commands, and persist for 1 hour before vanishing.

Dragotha may not be able to claim as many creations as his own invention as can his master Kyuss, but the most powerful of his unholy inventions is truly a masterpiece of the vile. The tremendous wormdrakes are a fusion of dragon and overworm, combining the worst and most ferocious features of both into one monstrous chimerical menace. Quite intelligent on their own, Dragotha has released the majority of his wormdrakes into the world at large to spread chaos and ruin in the Wormgod's name, but retains at least one nearby as a guardian.

In combat, a wormdrake generally opens with its worm breath weapon, following on the next round with its freezing acid. On the third round it summons worms to attack the survivors. If it can maintain range, it then uses its spell-like abilities against the enemy. It generally uses its formidable physical attacks against single foes or when forced to defend itself from highly mobile foes.