And now, the
land linnorm, which is one of the few linnorms to have four limbs. These linnorms also use the rune magic rules from the
Vikings sourcebook. I no longer have my copy of the book, although searching online finds the following info:
- You had to learn each rune separately. There were, I believe, 24 runes described in the book.
- Runes didn’t have levels; the runecaster could learn them in any order (although a few apparently had prereqs). Which means you could learn the “polymorph into any animal” rune long before the “detect poison during a drinking session” rune.
- You had to inscribe the rune into an object, and for the most part, you couldn’t stockpile them—you had to use the rune-object as soon as you made it, and most broke or otherwise went non-magical after being used.
- You couldn’t research new runes the way you could research spells, since runes were granted by divine knowledge. You had to learn runes from an instructor or through divine intervention.
- It took, on average, half an hour to make a rune and it required a check (Wisdom, I believe).
I’m not entirely sure how something like this would be turned into a Level Up class or archetype. The Runecasters in
Vikings were a type of warrior (albeit one with a high Int and Wis prerequisite), along with fighters, rangers, paladins, and the other new class, berserkers. Would a Runecaster fighter archetype work well? Should Runes be a feat instead, where each time you take the feat you can learn a few runes? Is this actually an artificer archetype? Should it be a class of its own?
Anyway, the land linnorms I’m converting will not have rune magic. At least not until someone else figures out how to convert them into LU. So regular magic it is.
Art by Jim Holloway
Land Linnorm
The Viking’s Dragons, part 1, Dragon Magazine #182
Created by Jean Rabe
One of the very few linnorms with legs, land linnorms are covered in gem-like green and brown scales. They walk more like lizards, with splayed legs and dragging tails, than like the more typical upright dragon. Their breath weapon is a burst of air so hot it can set anything it touches on fire. These linnorms are one with the earth; they use their magic to carve their lairs out of bare rock and filling them with pits, deadfalls, and other stony traps.
Greedy and Jealous. Land linnorms are as mad for treasure as the most rapacious true dragon. They care more for treasure than they do for anything else and are constantly angered by the thought that other people have beautiful objects that it doesn’t have. They are also constantly bewildered and awed by a humanoid’s ability to grow their wealth through means such as investments and wagers, as these ideas are simply alien to the linnorms.
Cautious and Clever. These dragon-kin have the ability to change shape, and they do so cleverly. When it sees humanoids in its territory, it will follow them for days in animal form, sizing them up. It only attacks if they are sure that they can beat the interlopers and will plot out every possible move, leaving nothing to chance. If the linnorm is feeling bold, it may even approach the intruders in the guide of a friendly humanoid in order to better understand their intentions.
However, while in humanoid form, it is often willing to put aside its jealousy and greed if the people it encounters are sufficiently interesting. They sometimes form long-term partnerships with humanoids. While these partnerships rarely involve romantic love—at least on the linnorm’s part of it—they can become true friendships, and the linnorm’s possessive nature causes them to become protective of their humanoid friends.
Legends and Lore
With an Arcana or History check, the characters can learn the following:
DC 15. Land linnorms are clever fighters who watch their opponents for days before striking. Their boiling-hot breath instantly fatigues anyone caught in it.
DC 20. These linnorms love treasure and are willing to be bribed for something new to add to its collection.
Land Linnorm Encounters
Terrain: forest, grassland, hill, mountain
CR 23-30 land linnorm; land linnorm and xorn or troll
Treasure: 1,800 pp, 8,400 gp, 2 aquamarines (500 gp each), ruby (5,000 gp), mithril and gold flute (2,500 gp), silver goblet (500 gp), vial of purple worm poison,
animate shield, arrow of fey slaying, figurine of wondrous power (ivory goats), potions of speed and supreme healing
CR 31+ land linnorm and stone giant; land linnorm and 2 hill giants
Treasure: 8,000 pp, 10,200 gp, 20,000 sp, 5 diamonds (5,000 gp each), gold idol (2,500 gp), string of black pearls (7,500 gp), onyx and silver puzzlebox (2,500 gp), gold scepter (7,500 gp),
+3 crossbow bolts, eye of elsewhere, potion of storm giant strength
Signs
1. Claw marks gouged into boulders.
2. Burned and heat-withered dead foliage.
3. A great cave dug into a hillside.
4. Tracks of a gigantic lizard-like creature.
Behavior
1. Digging a new burrow.
2. Counting its treasure.
3. Following the party in animal form.
4. Approaching the party in the form of a traveling warrior.
Land Linnorm
Gargantuan dragon
Challenge 23 (50,000 XP)
AC 21 (natural armor)
HP 367 (21d20+147; bloodied 183)
Speed 50 ft., burrow 30 ft., swim 30 ft.
STR 27 (+8)
DEX 12 (+1)
CON 24 (+7)
INT 16 (+3)
WIS 18 (+4)
CHA 19 (+4)
Proficiency +7
Maneuver DC 23
Saving Throws Dex +8, Con +14, Wis +11, Cha +9
Skills Insight +11, Perception +10 (+1d6), Stealth +8
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages Common, Draconic, Giant, Terran
Earth Glide. The linnorm can burrow through nonmagical, unworked earth and stone without disturbing it.
Innate Spellcasting. The linnorm’s spellcasting trait is Charisma (spell save DC 19). It can cast the following spells, requiring no material components:
3/day each:
invisibility, stone shape
1/day each:
conjure elemental (earth only),
earthquake, move earth
Actions
Multiattack. The linnorm attacks once with its bite and once with its claws. In humanoid form, it makes two greatsword attacks.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 24 (3d10+8) piercing damage plus 9 (2d8) fire damage.
Claws. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 21(2d8+8) damage.
Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 21 (3d8+8) bludgeoning damage.
Greatsword (Humanoid Form Only). Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 15 (2d6+8) slashing damage.
Heat Breath (Recharge 5-6). The dragon exhales a burning air in a line that is 120 ft. long and 10 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save or half as much on a success. A creature that takes damage from this breath weapon also takes 1 level of fatigue from the extreme heat. Unattended flammable objects in the area are set on fire.
Change Shape. The dragon magically takes the shape of a humanoid or beast, or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragon’s choice). In the new form, the dragon’s stats are unchanged except for its size. It can’t use its Breath Weapons or Tail Attack except in dragon form. In beast form, it can attack only with its bite and claws, if appropriate to its form. If the beast form is Large or smaller, the reach of these attacks is reduced to 5 feet. In humanoid form, it can attack only with its greatsword.
Reactions
Tail Attack. When a creature the linnorm can see within 10 feet hits the linnorm with a melee attack, the linnorm makes a tail attack against it.
Combat
Land linnorms prefer to attack first with their breath weapon, then focus on anyone who wasn’t badly hurt, using teeth and claws, before turning on the less-injured. In humanoid form, they prefer to attack one-on-one.