Homebrew A Leveled Up Bestiary

ilgatto

How inconvenient
Thank you!
Hmm... Intrigued by your missing artists because you've used some illustrations that have been nagging me for a long time as to who made them.

So allow me to run this past you:

What do you say the cooshee is very likely to be by Jim Roslof?

First: Compare the illustration to, say, that of Dionysus and the Wild Hunt in the 1E Deities & Demigods.

Second: Running through Dragon #67 again, I noticed that the names in the list of artists on page 3 seem to be in the order in which their works appear.

Jack Crane = cover (signed)
Jim Roslof = Featured Creatures p. 12
Jim Holloway = Greyhawk Gods p. 23
Roger Raupp = Fedifensor p. 37 (signed)
Jerry Eaton = King of the Cats p. 52 (signed)
Bruce Whitfield = Dragon Mirth ("Fireball") p. 78 (signed)
Marc Hershon = Dragon Mirth ("Air Sickness")? p.78
Phil Foglio = What's New p. 80 (signed) (also From the Sorceror's Scroll, p. 5)
Dave Trampier = Wormy p. 79 (signed)

Barring ads, that just leaves the picture in Souping up the Spider p. 17.

I'd say the only thing against Jim Roslof not being the artist would be that he didn't sign it, which he does almost without fail.


[Trying this with Dragon #56 for the gem var while writing this post]:

Phil Foglio = cover (also From the Sorceror's Scroll, p. 18)
Roger Raupp = Singing a New Tune (p. 5-6)
Alan Burton = The Doctor (p. 52) (signed)
Harry Quinn = The Dragon's Bestiary (p. 60-63, including gem vars)
David Trampier = Wormy (p. 76)
Chuck Vadun = Dragon Mirth 2 ("Yield") p. 79 (signed)
Mary Hanson-Roberts = Dragon Mirth 3 (smiley) p. 79 (signed)
Bruce Whitefield = Dragon Mirth 1 (chest) p. 79 (signed)


[Comparing the shroom and gem var to various illustrations by Harry Quinn in MM2]:

Boggart
Cheetah
Cooshee (yup!)
Valley Elf?
Goat?
Harginn (gem var-ish?)
Smoke Para-Elemental
Rat - that does it; the Shroom is by Harry Quinn and therefore very likely the colfel and the gem var, too


Happy New Year!
 

log in or register to remove this ad

ilgatto

How inconvenient
Okay, so I tried the "This issue’s contributing artists:"-being-in-sequence-trick on some pics with unknown artists I've used for various reasons and it does seem to work... at times.

For example, things don't work as they should with the pooka:

This issue’s contributing artists:
Dean Morrissey = cover (signed)
Erol Otus = All about elves (p. 5, 6)
Roger Raupp = Firearms (p. 24, 25, 29) = Roger Raupp (signed); The Half-Elven Point of View (p. 14)? Trojan War (p. 63)?
Alan Burton = Wear Wolf (p. 30) (signed)
Jim Holloway = The Gods of the Elves (p. 9, 10, 11, 12)' Midget's in the Earth (p. 50 ev)?; Dragon's Bestiary (p. 54-56)
Darlene Pekul = Flight of the Boodles (p. 37-43) (signed)
Jim Owsley = Diarmuid's Last Jest (p. 48-49) (signed)
Phil Foglio = Artist of the Month (p. 52) (signed); What's Up
Gilbert Rocha = The Jester (p. 45)?; Pooka (p. 66)?
Dave Trampier = Wormy

Page by page:
Cover = Dean Morrissey (signed)
All about elves (p. 5, 6) = Erol Otus (obviously)
The Gods of the Elves (p. 9, 10, 11, 12) = Jim Holloway
The Half-Elven Point of View (p. 14) Hmm... Roger Raupp?
Firearms (p. 24, 25, 29) = Roger Raupp (signed)
Wear Wolf = Alan Burton (p. 30) (signed)
Flight of the Boodles (p. 37-43) = Darlene (signed)
The Jester (p. 45) = Gilbert Rocha?
Diarmuid's Last Jest (p. 48-49) = Jim Owsley (signed)
Midget's in the Earth (p. 50 ev) = Jim Holloway?
Artist of the Month (p. 52) = Phil Foglio (signed)
Dragon's Bestiary (p. 54-56) = Jim Holloway
Trojan War (p. 63) = Roger Raupp?
Pooka (p. 66) = Gilbert Rocha?
Wormy = Trampier
What's Up = Phil Foglio

So Rocha could have done "The Jester" or the pooka.
Still, the pooka is after Darlene, Jim Owsley, and Phil Foglio, so sticking to the theory, the pooka should be by Gilbert Rocha?

By the by: The luposphinx is definitely Jim Holloway and I' pretty sure the fang dragon, the musical spirit, the wendigo, and the wood guardian are him as well.

The orgautha is Dennis Kauth.


The art is credited to both the article’s writer, Matthew Hardenrader, and to Tom Baxa. It all looks like it could have been drawn by the same person, but only one of the pieces is signed (by Baxa). Do they just have similar art styles, or did Hardenrader send in roughs and Baxa finished them?
Interesting question! I've always assumed that the signed illustration was Baxa and the rest Matthew Hargenrader (note the "G") but now I'm not so sure any more. Looking at the various pics again, I'd say that the shard is the most likely to be a sole effort by MPH - and perhaps the trilling crysmal as well.
But if the trilling crysmal is by MPH, then maybe the spined shard is by him as well because of similarities in style between the lower protrusion on the trilling crysmal and the entire spined shard?

Drat! I guess I'm gonna have to change the credits to "Unknown"!

Oh well.

I guess you win some and you lose some.
 


Faolyn

(she/her)
Happy New Year, y'all!

Aaand… back to dragons. Ish. Sorta-dragons. But a whole mess of them, because we’ve reached the linnorms, which are covered in articles in both this issue and the next. This article came out shortly after the Viking Campaign Sourcebook—remember that series of books?—to flesh out the possible beasts one might encounter if you played a Vikings game. The linnorms were reprinted in Monstrous Compendium Annual vol 1.

Linnorms are a bit different from “true” dragons. They are far more serpentine and generally either have very small limbs or no limbs at all. Only one of them has the ability to fly (well, technically two of them have the ability, but the other dragon is a unique creature whom I won’t be converting). They also live over twice as long as regular dragons; Great Wyrm linnorms were 2,800 years old or older, as opposed to the 1,200 years of a typical D&D great wyrm. They’re far more solitary, and they’re all evil. Also, they don’t seem to have any immunities to their own breath weapon type.

An interesting bit of lore is including in the article: “Many believe that humans can magically become dragons, as Fafnir was once a man. Other legends hit that dwarves or giants may also become linnorms. Noble-minded parents teach their children that excessive greed could cause them to become linnorms later in life.” Does anyone know if this this actual Norse/Viking lore?

While they’re dragons, I’m going to be a bit lazy: like the dragon turtle, they’ll only get one age category. I really don’t think they need all four.

First type of linnorm is the forest linnorm. It lives in a forest, in case it’s not obvious.

1672601006257.png

Art by Jim Holloway

Forest Linnorm
The Viking’s Dragons, part 1, Dragon Magazine #182
Created by Jean Rabe

Quite hideous by many standards, forest linnorms resemble tremendous serpents, sometimes with tiny, atrophied limbs hanging off their bodies. Their small scales are mottled green and brown and can camouflage them perfectly in the undergrowth of the forest.

Human Zoos. Forest linnorms are fascinated by the humanoid form. They enjoy collecting humanoid specimens, particularly those they deem to be especially beautiful. Some linnorms keep a large number of humanoid “pets,” trapped in cages or chained up. Others have their humanoids stuffed and mounted, where they can be enjoyed without the risk of escape or revolt. And many are both fascinated and disgusted by humanoid beauty and see humanoids as things to be torn apart viciously.

Destructive. Forest linnorms love to break things. They collect treasure only to destroy it later on. They enjoy the crunching and snapping noises objects make. They have a love-hate relationship with what they consider to be beautiful things. They love gazing on things of beauty, only to later become infuriated by the same beauty and then destroy it. This seems to be born out of self-hatred, as they have weirdly angular bodies and misshapen heads, and while they are terribly vain, they aren’t capable of lying to themselves for very long, and they can’t bear to see the beauty they lack on other creatures.

Luring Traps. Although they almost never bother to learn humanoid languages, forest linnorms are expert mimics. They combine this with their natural abilities of illusion in order to create elaborate traps designed to lure victims to their doom.

Legends and Lore
With an Arcana or History check, the characters can learn the following:

DC 15. Forest linnorms are rarely seen because their scales shift colors to let them blend into the foliage.

DC 20. These limbless dragon-kin exhale a gout of corrosive liquid that causes its victims to wither away. They are capable of creating realistic illusions and use them to create traps.

Monster Encounters
Terrain:
Forest

CR 17-22 forest linnorm; forest linnorm with 1d4 harpies or kech
Treasure: 140 pp, 950 gp; aquamarine (500 gp), masterwork gold-inscribed battleaxe that once belonged to a powerful chieftain, scrolls of control water, fly, and wall of force, +1 shield.

CR 23-30 forest linnorm with corrupted unicorn; forest linnorm with two werewolves
Treasure: 900 pp, 7,300 gp, emerald(1,000 gp), gold and garnet ring (2,000 gp), amber bead necklace (1,000 gp), belt of hill giant strength, +3 chain shirt, scroll of create undead.

Signs
1. Withered plant life.
2. The corpse of a traveler, crushed as if by an enormous snake.
3. A defaced shrine dedicated to a minor deity of forest beauty.
4. Thick, thorny plants that make trave; difficult.

Behavior
1. Battling another forest linnorm for territorial reasons; both linnorms will turn their attention of interlopers.
2. Vandalizing a beautiful fey clearing.
3. Ranting to terrified wildlife.
4. Approaches the party, demands compliments under threat of death.

Forest Linnorm
Gargantuan dragon

Challenge 18 (20,000 XP)
AC 21 (natural armor)
HP 280 (17d20+102; bloodied 140)
Speed 50 ft., swim 30 ft.

STR 25 (+7) DEX 16 (+3) CON 23 (+6)
INT 12 (+1) WIS 16 (+3) CHA 17 (+3)

Proficiency +6
Maneuver DC 21
Saving Throws Dex +9, Con +12, Wis +9, Cha +10
Skills Deception +10, Perception +9 (+1d6), Stealth +14
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages Draconic, Druidic, Sylvan
Forest Camouflage. The linnorm has advantage on Stealth checks made in forested environments.
Innate Spellcasting. The linnorm’s spellcasting trait is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material components:
3/day each: spike growth, major image, mirror image
1/day: hallucinatory terrain, plant growth
Mimicry. The linnorm can mimic voices and animal sounds. Recognizing the sounds as an imitation requires a DC 18 Insight check.
Speak With Animals. The linnorm can communicate with beasts.

Actions
Multiattack.
The linnorm makes a bite attack and then a constrict attack.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 23 (3d10+7) piercing damage plus 9 (2d8) acid damage.
Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage, and the target is grappled (escape DC 21). Until this grapple ends, the target is restrained and the linnorm can’t constrict a different target.
Withering Breath (Recharge 5-6). The linnorm exhales foul liquid in a 5-foot wide, 60-foot wide line. Each creature in that area must make a DC 20 Dexterity saving throw, taking 44 (8d10) acid damage and 44 (8d10) necrotic damage on a failed save or half as much on a successful one. Plants have disadvantage on this saving throw. In addition, on a failed save, the creature is poisoned for 1 minute. A poisoned creature may make a DC 20 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions
Camouflaged Scales.
The linnorm takes the Hide action.

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. If the linnorm is constricting a creature in its tail and makes a successful tail attack, the constricted creature must make a DC 21 Strength saving throw, taking 9 (2d8) bludgeoning damage on a failed save or half as much on a successful one.

Combat
Forest linnorms use their breath weapon as often as possible to keep their foes weak. They typically fight to the death, as they view no opponent to be strong enough to defeat them.
 

Faolyn

(she/her)
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.

1672780661796.png

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.
 


Faolyn

(she/her)
Here is the requisite sea linnorm. Your standard-issue sea serpent creature, although with an unusual note: the description says that hatchlings are “nearly translucent” and adults have chameleon scales. But I’m going to take some liberties here. Actual sea creatures sometimes really are transparent, so why not the sea linnorm? I’m going to ditch the chameleon ability and just make them see-through.

Probably because this was still a time when D&D cared about coming up with at least sorta-scientific sounding explanations for things, the sea linnorm's breath weapon--a cloud of acidic droplets--only functions above water.

1673033743643.png

Art by Jim Holloway

Sea Linnorm
The Viking’s Dragons, part 1, Dragon Magazine #182
Created by Jean Rabe

Sea linnorms are all but invisible in their oceanic homes, as they are almost entirely transparent, save for a stripe of pearly, gray-blue-green scales along their back. They can will themselves to become a milky white in color, but most of the time, they prefer to remain clear. Like many linnorms, they have no limbs. They swim like gigantic eels, in a slithering, ribbon-like motion.

Despite what their fiercely-fanged and powerful jaws might suggest, sea linnorms are herbivores. They primarily eat kelp, and stake out areas of land where they dry kelp in the hot sun, as they find dried kelp to be the tastiest.

Oceanic Protectors. Sea linnorms are vigilant protects of the waters—too protective at times. Humanoids that fish in their waters, pilot large boats on them, or do much of anything that the linnorm feels might risk harming their territories run the risk of incurring their ire. A linnorm will gladly capsize a boat or even slither on shore to attack a village or town if they feel the inhabitants deserve it. Many people in seaside communities make offerings to the resident linnorm in the hopes of staying their dreadful wrath. Sometimes it does—sea linnorms are greedy—but sometimes, their anger at despoilers is too powerful for them to ignore.

Underwater Lairs. As sea linnorms only come ashore to attack and tend to their “kelp-farms,” their lairs are inevitably underwater. They are usually teaming with sea life and are also often home to numerous aquatic humanoids and other sentients. The linnorm’s determined and protective natures and watery jingoism often causes like-minded intelligent beings to flock to its side with cultish intensity.

Legends and Lore
With an Arcana or History check, the characters can learn the following:

DC 15. These limbless dragons are staunch protectors of the oceans and fight viciously against anyone who would despoil or over-fish them. Although slow on land, they will sometimes wriggle out of the water to attack their foes on land.

DC 20. Sea linnorms have power over storms. Their breath weapon is a cloud of caustic acid, but it only works above-water; below the waves, they rely on their bite.

Monster Encounters
Terrain:
ocean

CR 23-30 sea linnorm; sea linnorm and 2-3 hunter sharks; sea linnorm with 2 merfolk knights
Treasure: 500 pp, 13,000 gp, gem-studded gold goblet (2,500 gp), case of very rare wine bottles taken from a sunken ship (1,000 gp), ceremonial masterwork gold full plate armor (2,500 gp), figurines of wondrous power (golden lions and obsidian steed)

CR 31+ sea linnorm with lanternfish and shroud ray; sea linnorm with 4 sahuagin champions or chuuls
Treasure: 1,000 pp, 18,000 gp, 12 diamonds (5,000 gp each), pair of emerald and gold earrings and matching ring (7,500 gp), platinum and black sapphire crown (7,500 gp), life-sized coral statue of a triton king (2,500 gp), infernal carapace, liquid luck, lute of legends, scarab of protection

Signs
1. A shipwreck.
2. Tracks of an enormous serpent
3. Ripples in the water.
3. A very healthy stretch of water that teems with fish—but nobody is fishing from it.

Behavior
1. Sleeping in its lair.
2. Sunning itself on surface of the water.
3. Ordering its aquatic minions to bring it treasure.
4. Furious at real or perceived harm to its waters; will attack on sight.

Sea Linnorm
Gargantuan dragon

Challenge 24 (62,000 XP)
AC 21 (natural armor)
HP 420 (24d20+168; bloodied 210)
Speed 10 ft., swim 60 ft.

STR 23 (+6) DEX 17 (+3) CON 24 (+7)
INT 17 (+3) WIS 15 (+2) CHA 17 (+3)

Proficiency +7
Maneuver DC 21
Saving Throws Dex +10, Con +14, Wis +9, Cha +10
Skills Nature +9, Perception +10 (+1d6), Stealth ++10 (+1d6)
Damage Resistances cold
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages Aquan, Common, Draconic
Amphibious. The linnorm can breathe air and water.
Innate Spellcasting. The linnorm’s spellcasting trait is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:
3/day each: fog cloud (as 5th-level spell), wind wall
1/day each: call lightning, control weather, shape water
Siege Monster. The linnorm deals double damage to objects and structures.
Speak With Nature. The linnorm can communicate with animals that have a swim speed.
Transparent. The linnorm has advantage on Stealth checks when underwater.

Actions
Multiattack.
The linnorm attacks once with its bite and once with its tail.
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 28 (4d10+6) piercing damage plus 9 (2d8) acid damage.
Tail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.
Acid Breath (Recharge 5-6). The linnorm exhales acidic droplets in a 60-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 67 (15d8) acid damage on a failed save or half as much damage on a success. This breath weapon doesn’t work when below water.
Call Lightning (V, S, Concentration). A 60-foot radius, 10-feet high storm cloud appears 100 feet in the sky above the linnorm. On the round the spell is cast and as an action each subsequent turn, the linnorm calls down a bolt of lightning. Each creature within 5 feet must make a Dexterity save or take 16 (3d10) lightning damage on a failed save, or half on a success, or 22 (4d10) if cast during an actual storm. It lasts for 10 minutes.
Fog Cloud (V, S, Concentration). The linnorm creates a 20-foot-radius, heavily obscured sphere of fog centered on a point it can see within 120 feet. The fog spreads around corners and can be dispersed by a moderate wind (at least 10 miles per hour). It lasts for 1 hour.

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
Sea linnorms prefer to attack by using control weather or call lightning, then capsizing ships and letting their victim’s drown. They only engage in physical combat if necessary.
 




Remove ads

AD6_gamerati_skyscraper

Remove ads

Upcoming Releases

Top