Linnorm, Vent

Family: Linnorm

Gargantuan dragon, neutral evil

Armor Class 19 (natural armor)
Hit Points 247 (15d20 + 90)
Speed 20 ft., swim 80 ft.

25 (+7) 14 (+2) 23 (+6) 14 (+2) 14 (+2) 17 (+3)

Saving Throws Str +12, Dex +7, Con +11, Cha +8
Skills Intimidation +8, Perception +7, Survival +7
Damage Resistances fire
Damage Immunities cold
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17
Languages Common, Draconic
Challenge 16 (15,000 XP)

Special Traits

  • Amphibious. The linnorm can breathe air and water.
  • Blood Scent. The linnorm can smell blood in the water within 5 miles of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the linnorm has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn’t have all its hp.


  • Multiattack. The linnorm can use its Frightful Presence. It then makes three attacks: one with its bite and two with its tail.
  • Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 14 (4d6) necrotic damage.
  • Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. The target is grappled (escape DC 18) if it is a Large or smaller creature and the linnorm doesn’t have two other creatures grappled. Until this grapple ends, the target is restrained.
  • Frightful Presence. Each creature of the linnorm’s choice that is within 120 feet of the linnorm and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature’s saving throw is successful or the effect ends for it, the creature is immune to the linnorm’s Frightful Presence for the next 24 hours.
  • Inky Breath (Recharge 5-6). The linnorm exhales a cloud of briny ink in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failure, a creature takes 52 (15d6) necrotic damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn’t blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


The immense reptile soars through the water, long and sleek. Its powerful tail undulates rhythmically, threatening all in its terrifying wake.

Terrors of the Deep. Vent linnorms live near hydrothermal fissures located in the deepest parts of the ocean. When they are not hunting, they can be found basking in their lairs, enjoying the dark, warm waters of their homes. They are proficient hunters whose diet includes all varieties of sharks and whales, giant squid, dragon turtles, dragon eels, and younger sea dragons. While they are generally solitary creatures, mated pairs sometimes team up to hunt ancient sea dragons and kraken before resuming their solitary lives.

Primeval Dragons. Like their draconic kin, vent linnorms enjoy amassing hoards of treasure and burying it in the silty floor of their lairs. Young linnorms spend much of their time searching through the wreckage of sunken vessels, while older ones actively sink passing ships, eating the sailors and picking up the fallen treasures at their leisure.

Aboleth Hunters. Through cleverness and scheming, aboleths often dominate vent linnorms for use as servants and war beasts, and enjoy doing so. For their part, linnorms despise aboleths for enslaving them. A vent linnorm who becomes aware of the presence of aboleths immediately ceases its current activity and moves to destroy its hated enemy.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

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