Displacer Wyrm (3.5e Monster)


 * Feats not found in the PHB may be found in the Draconomicon.

"There are also many great Wyrms sleeping in the depths of the jungle. If you come across one do not awaken it for they are ravenous, and not easily dealt with."

After several more decades a Displacer Newt becomes sexually mature, and may spawn eggs (which will become Displacer Fish). The mature form is no longer aquatic (save for laying it's eggs), and is a larger, meaner version of the Newt with a spiny back and tail. It's elongated form is roughly the same size and shape as a Purple Worm. By now they usually speak Common, Sylvan, and at least one other language.

Combat
Displacer Wyrms are more intelligent but have changed little. They still prefer to close and begin ripping away like animals of some sort. The difference is they now usually have several forms of tactics to fall back on if brute force isn't enough to win the day. With age comes experience.

Frightful Presence : Whenever the Displacer Wyrm attacks or charges anything within 240' has to make a DC 32 Willpower Save (Save DC is Charisma Based) if it has fewer Hit Dice than the Wyrm. If they fail they are Panicked for 2d6 rounds, if they succeed they are Shaken for 2d6 rounds and immune to this Wyrm's Frightful Presence for 24 hours.

Spell-Like Abilities : Nondetection 1/day, Scintillating Scales 7/day (Deflection Bonuses to AC gained by this spell stack with the one the monster already has). Caster Level 13th.

Displacement : Any melee or ranged attack targeting the Displacer Wyrm has a 50% chance of missing unless the attacker has some means of locating them other than sight. See Invisibility doesn't negate this but True Seeing does.

Resistance to Ranged Attacks : Displacer Wyrms have a +4 Resistance Bonus to ranged magical attacks that specifically target them (except for ranged touch attacks).

Immunities: Displacer Wyrms are immune to Sleep effects and Paralysis.

Skills: Displacer Wyrms get a +8 Racial Bonus to Climb, Hide and Swim checks. They may always Take 10 on a Climb or Swim check, even if threatened or endangered. They may use the Run action while swimming in a straight line.