Linnorms
Linnorms are a terrifying cousin of dragons that plague the frozen lands of the north. Fortuneately for all life of the north, they stick to places far off from civilization. Whether linnorms just prefer their privacy or they've killed everything previously living there, is not known.
Linnorms are long serpentine dragonkin with only two legs. While not particularly swift on the ground, linnorms move at frighteningly high speeds in water and, rather confusingly, in the air.
A linnorms relationship with gravity, much like their relationship with reality in general, is one of contempt. As such, they can swim through the air just as easily they could water. They take advantage of this when defending their lairs by generally keeping out of reach and circling the broad interiors before darting in and out of combat dealing frightening amounts of damage to would-be invaders.
Shards of Creation. A terror as old as time. These beasts are not beautiful, though one might be as bold to call them majestic.
The conception of the material plane was not perfect, nor done in one stroke. As much as the gods would like their followers to believe, they are not perfect and there was a lot of waste.
Some of this waste gained a semblance of intelligence and took the a twisted facsimile of the god's greatest creation. They went on to become the first linnorms.
A Danger in Death. Linnorms are a dangerous foe to face. Not only are they physically powerful, and nigh impossible to kill. But they also bestow one last gift to those who slay them; Linnorms bestow a death curse upon the one who slays them.
Ecclectic Hoarders. Linnorms, much like their true dragonic counterparts, create treasure hoards. That said, what constitutes "treasure" seems to be vague, and they don't seem to care much for clarifying it.
There are the usual suspects, gold, gems, magical trinkets... But then other strange additions like petrified trees, parts of a ruined church, and a shipwreck also make their appearances in their hoards.
This frequently makes them unattractive targets for adventurers with loose understanding of property and proportional retribution. As not only are they dangerous, possibly more so than their more pedestrian kin, but the reward for doing so can be unpredictable. As such, they're frequently left alone unless their presence presents a threat to nearby civilization. Allowing them to accrue age and power.
A Linnorm's Lair
A linnorm's lair is frequently in the farthest reaches of the north away from civilization or life. Either underwater or in large subterranean cave networks.
Lair Actions
On initiative count 20 (losing initiative ties), the linnorm takes a lair action to cause one of the following effects; the linnorm can't use the same effect two rounds in a row:
- The air itself seems to sap the vital forces of a creature within 120 feet of the linnorm. The creature must make a DC 15 Constitution saving throw or take 10 (3d6) necrotic damage. Taking half as much on a success.
- The air or water within 60 feet of the linnorm becomes cloying and thick. The affected area becomes difficult terrain. This lasts until the next initiative count of 20, or the linnorm dies.
- Stalagtites fall from the ceiling, striking up to three creatures underneath that the linnorm can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
Dread Linnorm
Gargantuan dragon, chaotic evil
- Armor Class 20 (natural armor)
- Hit Points 546 (28d20 + 252)
- Speed 20 ft., fly 80 ft. (hover), swim 80 ft.
STR DEX CON INT WIS CHA 30 (+10) 17 (+3) 29 (+9) 10 (+0) 17 (+3) 28 (+9)
- Saving Throws Dex +11, Con +17, Wis +11, Cha +17
- Skills Athletics +18, Acrobatics +11, Intimidate +17, Perception +11
- Damage Immunities necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't cold iron.
- Condition Immunities paralyzed, poisoned, restrained
- Senses truesight 60 ft., passive Perception 21
- Languages Deep Speech, Draconic
- Challenge 27 (105,000 XP)
Amphibious. The linnorm can breathe air and water.
Death Curse. When the linnorm dies, the creature who killed it must make a DC 25 Charisma saving throw or be cursed. Each linnorm is unique and so is their curse. Pick a curse from the Death Curses table and add it to this trait.
Using remove curse to remove this curse requires a DC 25 ability check using the spellcaster's spellcasting ability.Legendary Resistance (3/Day). If the linnorm fails a saving throw, it can choose to succeed instead.
Regeneration. The linnorm regains 20 hit points at the start of its turn. If the linnorm takes damage from a weapon made of 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.
Unfettered Movement. The linnorm is unaffected by difficult terrain of any kind, and is immune effects that would reduce its speed.
Actions
Multiattack. The linnorm can make three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) piercing damage plus 10 (3d6) necrotic damage.
Claw. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 15 (2d4 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage.
Necrotic Breath (Recharge 5–6). The linnorm exhales cloud of necrotic ichor in a 90-foot cone. Each creature in that area must make a DC 25 Constitution saving throw, taking 77 (22d6) necrotic damage on a failed save, or half as much damage on a successful one.
Constrict. Melee Weapon Attack: +18 to hit, reach 30 ft., one Gargantuan or smaller creature. Hit: 21 (2d10 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the linnorm can't constrict another target.
On the start of the linnorm's turn, it deals 21 (2d10 + 10) bludgeoning damage to the grappled creature.
Legendary Actions
The linnorm can take 3 legendary actions, choosing from the options below. Only one legendary action 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 dragon makes a tail attack.
Corkscrew Attack (Costs 2 Actions). The linnorm spins with its claws out slashing at everything nearby. The linnorm flies up to half its flying speed. Each creature within 5 feet of the path the linnorm takes must succeed on a DC 26 Dexterity saving throw or take 20 (4d4 + 10) slashing damage. Creatures who succeed the save only take half as much damage.
Death Curses
| d8 | Curse | Effect |
|---|---|---|
| 1 | Curse of the Crushing Depths | Whenever the target of this curse is fully submerged in water, they take 3d6 points of bludgeoning damage as though they were subject to immense water pressure regardless of their depth. Spells that mitigate the effects of submersion such as freedom of movement do not mitigate this effect. The target of this curse loses its sqin speed, if it has one. |
| 2 | Curse of Death | The target of this curse can no longer be affected by magic that would restore hit points, nor do they regain hit points or hit die at the end of a long rest. |
| 3 | Curse of Decay | The target of this curse ages one year every day. Every seven days, the target's Constitution score is reduced by 1. When the target's Consitution score reaches 0, the creature dies. |
| 4 | Curse of the Drowning Gasp | Any time the target of this curse imbibes a liquid, they must succeed a Constitution saving throw against the DC of the linnorm's Death Curse or begin suffocating as they choke on the liquid. The target can retake this saving throw at the end of its next turn. It have a number of rounds equal to their Constitution modifier (minimum of 1) to succeed this saving throw before they die. |
| 5 | Curse of Lost Knowledge | The target of this curse loses all of their skills they've honed up until this point. The target no longer adds their proficiency bonus to anything. |
| 6 | Curse of Rebirth | The target of this curse becomes the vessel of this linnorm's revival. At the start of each day, the target must make a Charisma saving throw against the DC of the linnorm's Death Curse or have their Charisma reduced by 1. When the target's Charisma reaches 0, the target explodes violently and the slain linnorm's body is subject to the true resurrection spell and takes their place. The revived linnorm has full memories of the target for the duration they were cursed by it. If the linnorm is brought back to life by any other means, this curse ends. |
| 7 | Curse of Reptile's Blood | The target of this curse is no longer capable of generating heat. The target becomes vulnerable to cold damage and loses any resistances or immunities to cold it may have had. While exposed to cold temperatures, target is treated as if it was affected by the slow spell. |
| 8 | Curse of the Sun's Ire | The sun itself burns in spite at the target of this curse. The target becomes vulnerable to fire damage and loses any resistances or immunities to fire it may have had. For every minute that target is exposed to sunlight it takes 10 (3d6) fire damage. |
Linnorm
Huge dragon, chaotic evil
- Armor Class 17 (natural armor)
- Hit Points 256 (19d12 + 133)
- Speed 20 ft., fly 80 ft. (hover), swim 80 ft.
STR DEX CON INT WIS CHA 27 (+8) 17 (+3) 25 (+7) 8 (-1) 15 (+2) 24 (+7)
- Saving Throws Dex +10, Con +14, Wis +9, Cha +14
- Skills Athletics +11, Acrobatics +10, Intimidate +14, Perception +9
- Damage Immunities necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't cold iron.
- Condition Immunities paralyzed, poisoned, restrained
- Senses truesight 60 ft., passive Perception 19
- Languages Deep Speech, Draconic
- Challenge 24 (62,000 XP)
Amphibious. The linnorm can breathe air and water.
Death Curse. When the linnorm dies, the creature who killed it must make a DC 22 Charisma saving throw or be cursed. Each linnorm is unique and so is their curse. Pick a curse from the Death Curses table and add it to this trait.
Using remove curse to remove this curse requires a DC 22 ability check using the spellcaster's spellcasting ability. Legendary Resistance (3/Day). If the linnorm fails a saving throw, it can choose to succeed instead.Regeneration. The linnorm regains 15 hit points at the start of its turn. If the linnorm takes damage from a weapon made of 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.
Unfettered Movement. The linnorm is unaffected by difficult terrain of any kind, and is immune effects that would reduce its speed.
Actions
Multiattack. The linnorm can make three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) piercing damage plus 7 (2d6) necrotic damage.
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 13 (2d4 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.
Necrotic Breath (Recharge 5–6). The linnorm exhales cloud of necrotic ichor in a 60-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one.
Constrict. Melee Weapon Attack: +15 to hit, reach 25 ft., one Huge or smaller creature. Hit: 19 (2d10 + 8) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the linnorm can't constrict another target.
On the start of the linnorm's turn, it deals 19 (2d10 + 8) bludgeoning damage to the grappled creature.Legendary Actions
The linnorm can take 3 legendary actions, choosing from the options below. Only one legendary action 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 dragon makes a tail attack.
Corkscrew Attack (Costs 2 Actions). The linnorm spins with its claws out slashing at everything nearby. The linnorm flies up to half its flying speed. Each creature within 5 feet of the path the linnorm takes must succeed on a DC 23 Dexterity saving throw or take 18 (4d4 + 8) slashing damage. Creatures who succeed the save only take half as much damage.
Fledgling Linnorm
Large dragon, chaotic evil
- Armor Class 16 (natural armor)
- Hit Points 178 (17d10 + 85)
- Speed 20 ft., fly 80 ft. (hover), swim 80 ft.
STR DEX CON INT WIS CHA 23 (+6) 17 (+3) 21 (+5) 6 (-2) 13 (+1) 20 (+5)
- Saving Throws Dex +8, Con +10, Wis +6, Cha +10
- Skills Athletics +11, Acrobatics +8, Intimidate +10, Perception +6
- Damage Immunities necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't cold iron.
- Condition Immunities paralyzed, poisoned, restrained
- Senses truesight 60 ft., passive Perception 16
- Languages Deep Speech, Draconic
- Challenge 15 (13,000 XP)
Amphibious. The linnorm can breathe air and water.
Death Curse. When the linnorm dies, the creature who killed it must make a DC 18 Charisma saving throw or be cursed. Each linnorm is unique and so is their curse. Pick a curse from the Death Curses table and add it to this trait.
Using remove curse to remove this curse requires a DC 18 ability check using the spellcaster's spellcasting ability.Regeneration. The linnorm regains 10 hit points at the start of its turn. If the linnorm takes damage from a weapon made of 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.
Unfettered Movement. The linnorm is unaffected by difficult terrain of any kind, and is immune effects that would reduce its speed.
Actions
Multiattack. The linnorm can make two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage.
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.
Necrotic Breath (Recharge 5–6). The linnorm exhales cloud of necrotic ichor in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.
Constrict. Melee Weapon Attack: +11 to hit, reach 15 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the linnorm can't constrict another target.
On the start of the linnorm's turn, it deals 17 (2d10 + 6) bludgeoning damage to the grappled creature.
Credits
Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.
- Made with "GM Binder".
- Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.
- Made with reference to Pathfinder 1st Edition, created by Paizo.
Linnorm Whelp
Medium dragon, chaotic evil
- Armor Class 15 (natural armor)
- Hit Points 60 (8d8 + 24)
- Speed 15 ft., fly 60 ft. (hover), swim 60 ft.
STR DEX CON INT WIS CHA 19 (+4) 17 (+3) 17 (+3) 5 (-3) 11 (+1) 16 (+3)
- Saving Throws Dex +6, Con +6, Wis +4, Cha +6
- Skills Athletics +7, Acrobatics +6, Intimidate +6, Perception +4
- Damage Immunities necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't cold iron.
- Condition Immunities paralyzed, poisoned, restrained
- Senses truesight 60 ft., passive Perception 14
- Languages Deep Speech, Draconic
- Challenge 6 (2,300 XP)
Amphibious. The linnorm can breathe air and water.
Death Curse. When the linnorm dies, the creature who killed it must make a DC 14 Charisma saving throw or be cursed. Each linnorm is unique and so is their curse. Pick a curse from the Death Curses table and add it to this trait.
Using remove curse to remove this curse requires a DC 14 ability check using the spellcaster's spellcasting ability.Regeneration. The linnorm regains 5 hit points at the start of its turn. If the linnorm takes damage from a weapon made of 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.
Unfettered Movement. The linnorm is unaffected by difficult terrain of any kind, and is immune effects that would reduce its speed.
Actions
Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
Necrotic Breath (Recharge 5–6). The linnorm exhales cloud of necrotic ichor in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one Medium or smaller creature. Hit: 9 (1d10 + 4) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the linnorm can't constrict another target.
On the start of the linnorm's turn, it deals 9 (1d10 + 4) bludgeoning damage to the grappled creature.