demiurge1138
Inventor of Super-Toast
Next up is the dread linnorm, which is accurately named.
Dread Linnorm
Colossal Dragon
Hit Dice: 30d12+360 (555 hp)
Initiative: +3
Speed: 50ft (10 squares), swim 30ft
Armor Class: 45 (-8 size, -1 Dex, +46 natural), touch 1, flat-footed 45
Base Attack/Grapple: +30/+66
Attack: Bite +43 melee (4d8+20 plus energy drain)
Full Attack: 2 bites +43 melee (4d8+20 plus energy drain), 2 claws +40 melee (4d6+10) and tail slap +40 melee (4d8+10)
Space/Reach: 40ft/40ft
Special Attacks: Breath weapons, crush 4d8+30, energy drain, rend 8d8+30, spell-like abilities, spells, tail sweep 2d8+30
Special Qualities: Blindsense 120ft, DR 20/ magic and good, immunity to mind-influencing effects, paralysis and sleep effects, keen senses, SR 36
Saves: Fort +29, Ref +16, Will +23
Abilities: Str 50, Dex 8, Con 34, Int 18, Wis 22, Cha 26
Skills: Bluff +41, Concentration +45, Craft (trapmaking) +37, Diplomacy +12, Intimidate +43, Knowledge (arcana) +37, Listen +41, Search +37, Sense Motive +39, Spellcraft +37, Spot +41, Swim +28
Feats: Awesome Blow, Alertness, Cleave, Flyby Attack, Improved Bull’s Rush, Improved Initiative, Power Attack, Quicken Spell-like Ability (overland flight, telekinesis), Snatch, Weapon Focus (bite)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 25
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 31-90 HD (Colossal)
Level Adjustment: -
A truly colossal serpentine creature drags itself before you on huge iron claws. Two draconic heads with shaggy manes top its mammoth body, each with its own long neck. The creature’s scales are black and glimmer as if lit from within.
The largest of the non-unique linnorms, dread linnorms are ancient, highly territorial beings. Their lairs can be anyplace with enough space for them, as dread linnorms prefer to nest deep within the earth, securely ensconced in a labyrinthine network of tunnels and caves. Since few natural caves are large enough to enclose a dread linnorm, they excavate their homes themselves with spells and manual labor, connecting multiple natural cave systems and strewing their lair with all sorts of gruesome traps. There, they plot unholy amounts of destruction, but rarely do these plans ever come to pass.
Dread linnorms care little for treasure, leaving the remains of their victims and their goods wherever they happen to lie. However, if so much as one copper coin is stolen from them, the rage of the dread linnorm is truly catastrophic. The sanctity of its lair violated, the linnorm will not hesitate to lay waste to entire countries in revenge.
A dread linnorm grows up to 150 feet long, and easily weighs several hundred tons. They speak Abyssal, Common and Draconic, but refuse to speak to their lesser (which, in their mind, is all life).
Combat
Dread linnorms use their breath weapons and spells to initiate combat, and then switch to their fearsome natural weapons after their opponents have been “softened up”.
Breath Weapon (Su): A dread linnorm has two breath weapons; it can breath fire or cold in a 70ft cone or 140ft line, whichever it so desires. It can use one or both breath weapons as a standard action. Creatures caught in either breath weapon must make Reflex saves (DC 37) or take 30d6 points of fire damage or 30d6 points of cold damage. The save DC is Constitution based. Once a dread linnorm has used a breath weapon, it must wait 1d4 rounds before using it again.
Crush (Ex): This special attack allows a flying or jumping dread linnorm to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against Medium or smaller opponents (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC 37) or be pinned, automatically taking 4d8+30 bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. The save DC is Constitution based.
Energy Drain (Su): Living creatures hit by a dread linnorm’s bite attack gain 2 negative levels. The Fortitude save DC to remove a negative level is 33. The save DC is Charisma based. For each such negative level bestowed, the dread linnorm gains 5 temporary hit points.
Rend (Ex): If a dread linnorm hits with both bite attacks, it grabs hold and pulls the opponent’s flesh, dealing an additional 8d8+30 points of damage.
Spell-like Abilities: At will – overland flight, telekinesis (DC 23); 3/day – antipathy (DC 26), move earth, power word: stun, sympathy (DC 26). Caster level 20th. The save DCs are Charisma based.
Spells: Dread linnorms have access to arcane spells as if they were 19th level sorcerers.
Typical spells known (6/8/8/8/8/7/7/7/7/5; save DC 16+spell level); 0th – arcane mark, dancing lights, detect magic, detect poison, ghost sound, light, mage hand, prestidigitation, read magic; 1st – alarm, expeditious retreat, ray of enfeeblement, shield, true strike; 2nd – blindness/deafness, bull’s strength, hideous laughter, mirror image, web; 3rd – displacement, protection from energy, ray of exhaustion, slow; 4th – confusion, fear, greater invisibility, scrying; 5th – cloudkill, dominate person, feeblemind, wall of stone; 6th – disintegrate, greater dispel magic, true seeing; 7th – greater teleport, mass hold person, prismatic spray; 8th – horrid wilting, mind blank, trap the soul; 9th – time stop, wail of the banshee.
Tail Sweep (Ex): This special attack allows a dread linnorm to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 40 feet extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are Medium or smaller. A tail sweep automatically deals 2d8+30. Affected creatures can attempt Reflex saves to take half damage (DC 37). The save DC is Constitution based.
Keen Senses (Ex): A dread linnorm sees four times as well as a human in low-light and twice as well in normal light. It also has darkvision to a range of 120ft.
Skills: A dread linnorm has a +8 racial bonus on any Swim check made to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Demiurge out.
Dread Linnorm
Colossal Dragon
Hit Dice: 30d12+360 (555 hp)
Initiative: +3
Speed: 50ft (10 squares), swim 30ft
Armor Class: 45 (-8 size, -1 Dex, +46 natural), touch 1, flat-footed 45
Base Attack/Grapple: +30/+66
Attack: Bite +43 melee (4d8+20 plus energy drain)
Full Attack: 2 bites +43 melee (4d8+20 plus energy drain), 2 claws +40 melee (4d6+10) and tail slap +40 melee (4d8+10)
Space/Reach: 40ft/40ft
Special Attacks: Breath weapons, crush 4d8+30, energy drain, rend 8d8+30, spell-like abilities, spells, tail sweep 2d8+30
Special Qualities: Blindsense 120ft, DR 20/ magic and good, immunity to mind-influencing effects, paralysis and sleep effects, keen senses, SR 36
Saves: Fort +29, Ref +16, Will +23
Abilities: Str 50, Dex 8, Con 34, Int 18, Wis 22, Cha 26
Skills: Bluff +41, Concentration +45, Craft (trapmaking) +37, Diplomacy +12, Intimidate +43, Knowledge (arcana) +37, Listen +41, Search +37, Sense Motive +39, Spellcraft +37, Spot +41, Swim +28
Feats: Awesome Blow, Alertness, Cleave, Flyby Attack, Improved Bull’s Rush, Improved Initiative, Power Attack, Quicken Spell-like Ability (overland flight, telekinesis), Snatch, Weapon Focus (bite)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 25
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 31-90 HD (Colossal)
Level Adjustment: -
A truly colossal serpentine creature drags itself before you on huge iron claws. Two draconic heads with shaggy manes top its mammoth body, each with its own long neck. The creature’s scales are black and glimmer as if lit from within.
The largest of the non-unique linnorms, dread linnorms are ancient, highly territorial beings. Their lairs can be anyplace with enough space for them, as dread linnorms prefer to nest deep within the earth, securely ensconced in a labyrinthine network of tunnels and caves. Since few natural caves are large enough to enclose a dread linnorm, they excavate their homes themselves with spells and manual labor, connecting multiple natural cave systems and strewing their lair with all sorts of gruesome traps. There, they plot unholy amounts of destruction, but rarely do these plans ever come to pass.
Dread linnorms care little for treasure, leaving the remains of their victims and their goods wherever they happen to lie. However, if so much as one copper coin is stolen from them, the rage of the dread linnorm is truly catastrophic. The sanctity of its lair violated, the linnorm will not hesitate to lay waste to entire countries in revenge.
A dread linnorm grows up to 150 feet long, and easily weighs several hundred tons. They speak Abyssal, Common and Draconic, but refuse to speak to their lesser (which, in their mind, is all life).
Combat
Dread linnorms use their breath weapons and spells to initiate combat, and then switch to their fearsome natural weapons after their opponents have been “softened up”.
Breath Weapon (Su): A dread linnorm has two breath weapons; it can breath fire or cold in a 70ft cone or 140ft line, whichever it so desires. It can use one or both breath weapons as a standard action. Creatures caught in either breath weapon must make Reflex saves (DC 37) or take 30d6 points of fire damage or 30d6 points of cold damage. The save DC is Constitution based. Once a dread linnorm has used a breath weapon, it must wait 1d4 rounds before using it again.
Crush (Ex): This special attack allows a flying or jumping dread linnorm to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against Medium or smaller opponents (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC 37) or be pinned, automatically taking 4d8+30 bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. The save DC is Constitution based.
Energy Drain (Su): Living creatures hit by a dread linnorm’s bite attack gain 2 negative levels. The Fortitude save DC to remove a negative level is 33. The save DC is Charisma based. For each such negative level bestowed, the dread linnorm gains 5 temporary hit points.
Rend (Ex): If a dread linnorm hits with both bite attacks, it grabs hold and pulls the opponent’s flesh, dealing an additional 8d8+30 points of damage.
Spell-like Abilities: At will – overland flight, telekinesis (DC 23); 3/day – antipathy (DC 26), move earth, power word: stun, sympathy (DC 26). Caster level 20th. The save DCs are Charisma based.
Spells: Dread linnorms have access to arcane spells as if they were 19th level sorcerers.
Typical spells known (6/8/8/8/8/7/7/7/7/5; save DC 16+spell level); 0th – arcane mark, dancing lights, detect magic, detect poison, ghost sound, light, mage hand, prestidigitation, read magic; 1st – alarm, expeditious retreat, ray of enfeeblement, shield, true strike; 2nd – blindness/deafness, bull’s strength, hideous laughter, mirror image, web; 3rd – displacement, protection from energy, ray of exhaustion, slow; 4th – confusion, fear, greater invisibility, scrying; 5th – cloudkill, dominate person, feeblemind, wall of stone; 6th – disintegrate, greater dispel magic, true seeing; 7th – greater teleport, mass hold person, prismatic spray; 8th – horrid wilting, mind blank, trap the soul; 9th – time stop, wail of the banshee.
Tail Sweep (Ex): This special attack allows a dread linnorm to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 40 feet extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are Medium or smaller. A tail sweep automatically deals 2d8+30. Affected creatures can attempt Reflex saves to take half damage (DC 37). The save DC is Constitution based.
Keen Senses (Ex): A dread linnorm sees four times as well as a human in low-light and twice as well in normal light. It also has darkvision to a range of 120ft.
Skills: A dread linnorm has a +8 racial bonus on any Swim check made to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Demiurge out.
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