This massive, eyeless draconic creature is covered in purple-hued scales and sharp, spiky protrusions.
AC 30, touch 10, flat-footed 28 (+1 Dex, +1 dodge, +20 natural, –2 size)
hp 225 (18d12+108)
Fort +17, Ref +12, Will +12
DR 10/good or lawful; Immune acid, dragon traits, gaze attacks, illusions, magic paralysis and sleep, poison, polymorph, visual effects; SR 26
Speed 30 ft., burrow 30 ft., fly 60 ft. (average), swim 30 ft.
Melee bite +26 (2d8+10), 2 claws +26 (2d6+10), tail slap +21 (2d8+5), 2 wings +21 (1d8+5)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (100-ft. line, 16d6, Reflex DC 25 for half, usable every 1d4 rounds), entropic breath, maw of the Abyss
Spell-Like Abilities (CL 18th; concentration +23)
Str 31, Dex 13, Con 22, Int 14, Wis 13, Cha 20
Base Atk +18; CMB +30; CMD 42 (46 vs. trip)
Feats Blind-Fight, Critical Focus, Dodge, Flyby Attack, Improved Initiative, Power Attack, Snatch, Staggering Critical, Stunning Critical
Skills Acrobatics +19, Bluff +18, Diplomacy +15, Fly +18, Intimidate +26, Knowledge (planes) +23, Perception +22, Spellcraft +23, Survival +22, Swim +22
Languages Abyssal, Common, Draconic
Instead of a line of acid, a woundwyrm can exhale a 30-foot cone of acid fog (as the spell) that persists for 1 minute. Any creature that begins its turn within the entropic breath becomes confused (Will DC 25 negates) for as long as it remains within the cloud and for 1d6 rounds thereafter.
As a full-round action, a woundwyrm can attempt to suck creatures and unattended objects in a 15-foot cone into a vortex in its maw. This acts as a drag combat maneuver (CMB +30) against creatures, and acts as a Strength check with a +10 bonus to break objects. Unattended objects weighing less than 100 pounds are automatically drawn into its maw. Creatures and objects alike take 1d12 points of sonic damage per round within the cone. While using this ability, a woundwyrm cannot speak, use its breath weapon, or make attacks or attacks of opportunity with its bite attack.
Woundwyrms are ferocious predators native to a corrupted landscape. They are equally at home in sea and sky, above the ground and below it. Oozing deliquescence seeps from between their cracked, rocky scales, and a constant fume of rainbow hues drifts out of their gullets, save when they inhale and ingest the very substance of disintegrating reality.
Pathfinder Campaign Setting: Inner Sea Bestiary © 2012, Paizo Publishing, LLC; Authors: Jim Groves, James Jacobs, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Greg A. Vaughan.