Linnorm, Taiga

Family: Linnorm

Gargantuan dragon, chaotic evil

Armor Class 19
Hit Points 346 (21d20 + 126)
Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 19 (+4) 22 (+6) 6 (-2) 18 (+4) 21 (+5)

Saving Throws Str +16, Dex +11, Int +5, Wis +11, Cha +13
Skills Perception +11, Stealth +11
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning, poison
Condition Immunities paralyzed, poisoned
Senses blindsight 60 ft., darkvision 60 ft., truesight 60 ft., passive Perception
Languages Aklo, Draconic, Sylvan
Challenge 23 (50,000 XP)

SPECIAL TRAITS

  • Camouflage. The linnorm has advantage on Dexterity (Stealth) checks in any sort of forest terrain.
  • Death Curse. Any creature who slays the linnorm must make a DC 20 Wisdom saving throw. On a failed saving throw, the creature loses resistance to lightning and gains vulnerability to lightning. Remove curse ends the death curse.
  • Legendary Resistance (3/Day). If the linnorm fails a saving throw, it can choose to succeed instead.
  • Regeneration. The linnorm regains 30 hit points at the start of its turn if it has at least 1 hit point.
  • Spikes. As long as the linnorm is not incapacitated, any creature that ends its turn within 5 feet of the linnorm takes 5 (1d10) piercing damage.

ACTIONS

  • Multiattack. The linnorm attacks three times: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) piercing damage.
  • Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
  • Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
  • Lightning Vapor Breath (Recharge 5–6). The linnorm exhales lightning-charged vapor in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 77 (22d6) lightning damage on a failed save, or half as much damage on a successful one. The vapor itself persists until the beginning of the linnorm’s next turn, filling its cone-shaped area with electrified mist that deals 14 (4d6) points of lightning damage to any creature that ends its turn in the mist.

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.
  • Spiky Assault (Costs 2 Actions). The linnorm writhes, dealing 5 (1d10) piercing damage to every creature within 5 feet. The linnorm can then move up to half its speed.

LAIR

In winter, when light is sparse and the nights are long, it is easy for a taiga linnorm to blend in with the coniferous forests it dwells in, hiding among the trees and ambushing imprudent travelers or unwary adventurers setting up camp.

On initiative 20 (losing all initiative ties), the linnorm can use one of its lair action options, or forego using any of them that round. It can’t do so while incapacitated or otherwise unable to take actions. If surprised, it can’t use one until after its first turn in the combat.

  • Brambles. The linnorm chooses a 20 foot square area it can see within 120 feet. For 1 minute, the area becomes difficult terrain, and any creature other than the linnorm who enters a square takes 3 (1d6) piercing damage. Creatures in the area when the patch forms must make a DC 20 Dexterity saving throw; on a failed saving throw the creature takes 14 (4d8) piercing damage, or half that damage on a success.
  • Concealing Foliage. If the linnorm is next to any foliage, it covers the linnorm. The linnorm’s space is now difficult terrain for 1 minute, and the linnorn has total concealment until it moves, takes an action, or suffers damage.
  • Lighting Strikes. The linnorm chooses one or two creatures within 30 feet of each other. Each creature must make a DC 20 Dexterity saving throw; on a failed saving throw, the creature is struck by a grounded bolt and takes 14 (4d8) lightning damage, or half that damage on a success.

REGIONAL EFFECTS

Within 1 mile of its lair, the taiga linnorm leaves no tracks or traces behind it, unless it chooses, and cannot be tracked except by magical means. It ignores difficult terrain, whether natural or magical, that is caused by plants, earth, water, weather and other environments. Within 1 mile of its lair, chill predominates. In summer, mist is omnipresent, punctuated by rainstorms, while the rest of the year, the surroundings are cool and oddly quiet. Within 1 mile of its lair, the linnorm’s dwelling is protected by thorny thickets. Each 10 foot cube is an object that has AC 5, 30 hit points, vulnerability to fire, and resistance to bludgeoning and piercing. A creature can pass through the thickets, using four times as much movement for each square, but takes 3 (1d6) piercing damage for every 5 feet moved through. If the linnorm is slain, these regional effects vanish within hours.

With menacing black horns jutting from its head, this two-legged dragon is covered in dark green scales and vicious black barbs.

Bestial Marauds. A beast covered with hundreds of spines, the taiga linnorm is a terror to all those who venture through the arctic forests of the north. Taiga linnorms take down foes and prey first with their electrifying breath and finish their victims off with their devastating bite. A taiga linnorm often lies in wait for days—sometimes weeks—just for the opportunity to maim and devour unsuspecting victims. When this subtler tactic does not work, a taiga linnorm simply rampages through the woods in order to find nearby settlements to pillage, taking twisted delight in shocking the inhabitants before shredding them with its massive jaws or destructive forelimbs. In any event, taiga linnorms rarely venture far from their woodland territories save for short flights to attack outlying villages.

Section 15: Copyright Notice

Forest Kingdom Campaign Compendium 5e © 2017, Legendary Games; Lead Designer Jason Nelson. Authors: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Tim Hitchcock, N. Jolly, Julian Neale, Jason Nelson, Thomas J. Phillips, Alistair J. Rigg, David N. Ross, Neil Spicer, Todd Stewart, Russ Taylor, Michael D. Welham, Linda Zayas-Palmer.

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