My Documents
Support GM Binder!
___ ___ > ## Crag Linnorm >*Gargantuan dragon, chaotic evil* > ___ > - **Armor Class** 20 (natural armor) > - **Hit Points** 245 (14d20 + 98) > - **Speed** 40 ft., fly 80 ft., swim 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|18 (+4)|24 (+7)|5 (-3)|18 (+4)|20 (+5)| >___ > - **Saving Throws** Dex +9, Con +12, Wis +9 > - **Skills** Acrobatics +9, Athletics +20, Perception +14 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical weapons that aren't cold iron > - **Damage Immunities** fire, poison > - **Condition Immunities** charmed, frightened, grappled, paralyzed, poisoned, prone > - **Senses** blindsight 60 ft., truesight 120 ft., passive Perception 24 > - **Languages** Draconic, Sylvan > - **Challenge** Lots > ___ > ***Legendary Resistance (3/day).*** If the linnorm fails a saving throw, it can choose to succeed instead. >***Death Curse.*** When a creature slays a crag linnorm, the slayer is affected by the curse of fire. The creature who deals the killing blow to the linnorm must make a DC 22 Wisdom saving throw or gain vulnerability to fire damage. > > ***Freedom of Movement.*** The linnorm ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. > >***Keen Smell.*** The linnorm has advantage on Wisdom (Perception) checks that rely on smell. > >***Magic Resistance.*** The linnorm has advantage on saving throws against spells and magical effects. > >***Regeneration.*** The linnorm regains 10 hit points at the start of its turn. If the linnorm takes damage from a weapon made from cold iron, this trait doesn't function at the start of the linnorm's next turn. The linnorm dies only if it starts its turn with 0 hit points and doesn't regenerate. > >\columnbreak > > ### Actions > ***Multiattack.*** The linnorm makes four attacks: one with its bite, two with its claws, and one with its tail. > > ***Bite.*** *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 23 (3d8 + 10) piercing damage, and 7 (2d6) fire damage. The target must succeed on a DC 20 Constitution saving throw or become poisoned for 1 hour. > > ***Claw.*** *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 19 (2d8 + 10) slashing damage. > >***Tail.*** *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 20 (3d6 + 10) bludgeoning damage. The target is grappled (escape DC 23) if the linnorm isn’t already constricting a creature, and the target is restrained until the grapple ends. > >***Magma Breath (Recharge 5-6).*** The linnorm exhales magma in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 72 (16d8) fire damage on a failed save, or half as much damage on a successful one. This line of magma remains red-hot for 1 round after the linnorm creates it. Creatures that start their turn in the magma must make a DC 20 Dexterity saving throw or take 36 (8d8) fire damage. > > ### Legendary Actions > > The linnorm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The linnorm regains spent legendary actions at the start of its turn. > > **Detect.** The linnorm makes a Wisdom (Perception) check. > > **Tail Attack.** The linnorm makes a tail attack. > > **Thrash (Costs 2 Actions).** The linnorm thrashes around wildly. Each creature within 20 feet of the linnorm must succeed on a DC 20 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. If the linnorm is currently grappling a creature that creature is thrown 60 ft. in a random direction and takes 35 (10d6) bludgeoning damage. > \pagebreak ___ ___ > ## Progenitor Linnorm >*Colossal dragon, chaotic evil* > ___ > - **Armor Class** 28 (natural armor) > - **Hit Points** 676 (33d20 + 330) > - **Speed** 50 ft., burrow 50 ft., fly 100 ft., swim 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|29 (+9)|30 (+10)|18 (+4)|26 (+8)|28 (+9)| >___ > - **Saving Throws** Dex +17, Con +20, Wis +16 > - **Skills** Acrobatics +17, Arcana +12, Athletics +26, History +12, Intimidation +17, Nature +20, Perception +24 > - **Damage Immunities** fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren't cold iron > - **Condition Immunities** charmed, frightened, grappled, paralyzed, poisoned, prone > - **Senses** blindsight 60 ft., truesight 120 ft., passive Perception 34 > - **Languages** Common, Draconic, Sylvan > - **Challenge** Lots > ___ > ***Legendary Resistance (5/day).*** If the linnorm fails a saving throw, it can choose to succeed instead. > >***Charge.*** If the linnorm moves at least 30 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 55 (10d10) piercing damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be pushed up to 20 feet away and knocked prone. > >***Death Curse.*** When a creature slays the linnorm they must make a DC 32 Wisdom saving throw or be afflicted by the Curse of the Progenitor. > > ***Freedom of Movement.*** The linnorm ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. > >***Keen Smell.*** The linnorm has advantage on Wisdom (Perception) checks that rely on smell. > >***Magic Resistance.*** The linnorm has advantage on saving throws against spells and magical effects. > >***Regeneration.*** The linnorm regains 30 hit points at the start of its turn. If the linnorm takes damage from a weapon made from cold iron, this trait doesn't function at the start of the linnorm's next turn. The linnorm dies only if it starts its turn with 0 hit points and doesn't regenerate. > >\columnbreak > > ### Actions > ***Multiattack.*** The linnorm makes five attacks: one with its bite, two with its claws, one with its gore, and one with its tail. > > ***Bite.*** *Melee Weapon Attack:* +18 to hit, reach 30 ft., one target. *Hit:* 41 (7d8 + 10) piercing damage, and 35 (10d6) fire damage. The target must succeed on a DC 30 Constitution saving throw or become poisoned for 1 hour. > > ***Claw.*** *Melee Weapon Attack:* +18 to hit, reach 30 ft., one target. *Hit:* 23 (3d8 + 10) slashing damage. > >***Gore.*** *Melee Weapon Attack:* +18 to hit, reach 30 ft., one target. *Hit:* 65 (10d10 + 10) piercing damage. > >***Tail.*** *Melee Weapon Attack:* +18 to hit, reach 30 ft., one target. *Hit:* 27 (5d6 + 10) bludgeoning damage. The target is grappled (escape DC 26) if the linnorm isn’t already constricting a creature, and the target is restrained until the grapple ends. > >***Firestorm Breath (Recharge 5-6).*** The linnorm exhales fire and lightning in a 90-foot cone. Each creature in the area must make a DC 26 Dexterity saving throw, taking 54 (12d8) fire damage and 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. Each creature in the area must also make a DC 26 Strength saving throw or be pushed 50 feet away from the linnorm and knocked prone. > > ### Legendary Actions > > The linnorm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The linnorm regains spent legendary actions at the start of its turn. > >**Detect.** The linnorm makes a Wisdom (Perception) check. > >**Goring Charge (Costs 2 Actions).** The linnorm moves up to its speed towards a creature then makes a Gore attack if it is able. > >**Tail Attack.** The linnorm makes a tail attack. > >**Thrash (Costs 2 Actions).** The linnorm thrashes around wildly. Each creature within 20 feet of the linnorm must succeed on a DC 20 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. If the linnorm is currently grappling a creature that creature is thrown 60 ft. in a random direction and takes 35 (10d6) bludgeoning damage. \pagebreak ## Curse of the Progenitor A creature who is affected by the Curse of the Progenitor takes 1d6 Charisma damage every 24 hours as its personality is slowly eroded and replaced with that of the Progenitor. Once the creature's Charisma is reduced to 0 it must make a DC 32 Constitution saving throw or die, if it passes it must repeat the save each 24 hours thereafter. If the creature's Charisma rises above 0 at any point it is subject to the Charisma damage effect again. If the creature dies by any means while afflicted by the curse it explodes in a 60-foot radius, with effects identical to the progenitor linnorm's firestorm breath weapon. One round later the progenitor linnorm appears where the cursed victim died, or in the closest area large enough for the Colossal creature. The progenitor linnorm retains all of the memories of the cursed creature while they were afflicted by the curse. The only way to permanently kill the progenitor linnorm is to avoid the curse initiall or to remove the curse before the afflicted creature dies. If the progenitor linnorm is restored to life by any other means, the curse ends prematurely and immediately.