Linnorm, Fafnir
The creature resembles a monstrously huge draconic snake, with two powerful forearms ending in leonine paws. Although clearly draconic, it lacks wings and hind legs. Short spines run the length of its body to the tip of its long, flat tail. The creature’s head resembles that of a massive feral crocodile with powerful jaws filled with ivory fangs. Its scales are greenish-brown, and its eyes glitter like gold.
Fáfnir is a son of the dwarf king Hreidmar and brother of Regin and Ótr. Fáfnir was a dwarf gifted with a powerful arm and fearless soul. He wore the Aegis helmet and guarded his father’s house of glittering gold and flashing gems. He was the strongest and most aggressive of the three brothers.
After Ótr was killed by Loki, Hreidmar received the cursed gold of Andvari’s as repayment for the loss of his son. Fáfnir and Regin then killed their father to get the gold, but Fáfnir decided he wanted it all, turning into a dragon. Regin then sent his foster-son, Sigurd, to kill the dragon. Sigurd succeeded by digging a pit under the trail Fáfnir used to walk to a stream and plunging his sword Gram into his heart as he walked past. Regin, however, corrupted by the curse on Andvari’s gold, planned to kill Sigurd to take the treasure for himself, but Sigurd, having eaten part of Fáfnir’s cooked heart, was warned by birds of Regin’s attack and ended up killing him.
D&D 5E Epic Monsters: Fafnir
D&D 5E – Epic Monsters: Fafnir | EN World | Dungeons & Dragons | Tabletop Roleplaying Games
Odin, Loki, and their buddy Hœnir are hanging out and notice this awesome otter, but it’s not actually a fuzzy little animal, it’s Ótr, a dwarf who can shapeshift to take the form of an otter. Loki stones him (the fellow was in animal form) to death and they skin it, showing it off soon after to the dwarf Hreidmar–Ótr’s dad. He is not happy about it and together with his two not-dead sons Fafnir and Regin he captures the trio. In order to set them free, he demands that the otter skin be filled with gold and covered with red gold, and Loki is like “sure I can do that.” The trickster grabs up gold and a magic ring (Andvaranaut) cursed by Andvari with the promise that whoever possessed them was doomed to an early death. Fafnir is fearless and strong of arm but extremely greedy so he kills his father to take all the accursed gold for himself then wanders into the wilds with his ill-gotten gains (where he turns into a dragon to protect it, poisoning everything around him to keep people away).
His brother Regin is greedy too and sends Sigurd (his foster-son) to kill the dragon, giving him a plan to do it: dig pits along a route Fafnir usually travels, hide and then strike from there. Odin stops by and tells Sigurd there’ll be lots of blood so to dig more than one pit, and when Fafnir does appear the warrior lands a critical hit on the dragon’s shoulder. As Fafnir is dying he figures out his brother is to blame for his death, and predicts that Sigurd will suffer a similarly early fate. Sigurd doesn’t much care and has an attitude that everybody dies some day, so why not die rich?
Sigurd also decides to eat the dragon’s heart and when he gets a taste of the Fafnir’s blood while he goes about cooking it, he can suddenly speak to birds–who warn him that Regin is indeed coming to kill him. Sigurd cuts his foster-father’s head off, eats some of Fafnir’s heart, and saves the rest to give to Gudrun after they get married later on.
Fafnir
Huge dragon, neutral evil
Armor Class 18 (natural armor)
Hit Points 168 (16d12+64)
Speed 50 ft., climb 50 ft.
STR | DEX | CON | INT | WIS | CHA |
21 (+5) | 20 (+5) | 19 (+4) | 11 (+0) | 12 (+1) | 14 (+2) |
Saving Throws Str +9, Con +8, Wis +5, Cha +6
Skills Athletics +9, Perception +9, Stealth +9, Survival +5
Damage Resistances acid, cold, fire
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses blindsight 30 ft., darkvision 90 ft., passive Perception 19
Languages Draconic, Dwarvish
Challenge 12 (8,400 XP)
Innate Spellcasting. The dragon’s innate spellcasting ability is Charisma. The dragon can innately cast the following spells, requiring no material components:
At will: speak with animals (birds only)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Mythical Creature. All of the dragon’s attacks are magical and it has advantage on saving throws against spells and other magical effects.
Scorching Blood. Whenever a creature damages the dragon with a melee weapon attack and it is using a weapon that does not have reach, the creature takes 3 (1d6) fire damage.
ACTIONS
Multiattack. The dragon can use its frightful presence. It then makes four attacks: one bite, two claws, and one tail slap attack.
Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (2d10+5) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (1d8+5) slashing damage.
Tail Slap. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet 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 a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s frightful presence for the next 24 hours.
Breath Weapons (Recharge 4–6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in 90-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one.
Poison Breath. The dragon exhales venomous mist in a 60-foot cone. Each creature in that cone must make a DC 16 Constitution saving throw, taking 49 (11d8) poison damage on a failed save, or half as much damage on a successful one. When a creature has taken 40 poison damage from this attack, it is poisoned until the damage is healed.
LEGENDARY ACTIONS
The dragon 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 dragon regains spent legendary actions at the start of its turn.
- Magic Detection. The dragon makes a Wisdom (Perception) check. This check is made as if the dragon had cast detect magic, though it does not require an action to see magical auras.
- Spew Poison (Costs 2 Actions). The dragon coughs up a wave of caustic and toxic mucus in a 30-foot cone. All vegetation in the area immediately dies. In addition, for the next minute it becomes difficult terrain and any creature that ends its turn in the area takes 3 (1d6) acid damage and 3 (1d6) poison damage.
- Tail Attack. The dragon makes a tail slap attack.
Fafnheir
Kain’s 5e Monstrous Manual – Page 31 – Dicefreaks
Gargantuan dragon, chaotic evil
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Armor Class 23 (natural armor)
Hit Points 840 (28d20 + 280)
Speed 40 ft., climb 40 ft., fly 80 ft., swim 80 ft.
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STR 30 (+10) DEX 20 (+5) CON 30 (+10) INT 18 (+4) WIS 25 (+7) CHA 29 (+9)
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Saves Dex +12, Con +17, Int +11, Wis +14
Skills Arcana +11, Athletics +17, Nature +11, Perception +21, Stealth +19
Damage Immunities fire, lightning, poison; bludgeoning, piercing, or slashing from non-magical weapons
Condition Immunities charmed, paralysis, poisoned, sleep
Senses truesight 120 ft., passive Perception 31
Languages Common, Draconic, Sylvan
Challenge 24 (62,000 XP)
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Death Curse Those who slay Fafnheir must make a Charisma saving throw DC 24 with disadvantage or fall under his curse. Those cursed by Fafnheir slowly become Fafnheir, gaining 1 level of exhaustion each day they fail another Charisma saving throw. A creature that dies from this exhaustion explodes in a manner identical to Fafnheir’s breath weapon and Fafnheir gains the benefits of true resurrection. Remove curse allows a cursed character to make another save only if cast from a 9th level spell slot, but it does not automatically remove the curse.
Innate Spellcasting. Fafnheir’s innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: counterspell, dispel magic
3/day: wish
Legendary Resistance (3/day). If Fafnheir fails a saving throw, he can choose to succeed instead.
Magic Resistance. Fafnheir has advantage on saving throws against spells and other magical effects.
Regeneration. Fafnheir regains 20 hit points at the start of its turn as long as he has 1 hit point.
ACTIONS
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Multiattack. Fafnheir can make four attacks: one with his bite, two with his claws and one with his tail.
Bite.Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 43 (6d10 + 10) piercing damage and 21 (6d6) poison damage. The target must succeed on a DC 25 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw.Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) slashing damage.
Tail.Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 37 (6d8 + 10) bludgeoning damage and the target must make a Strength saving throw (DC 25) or be knocked prone.
Fire Storm Breath (Recharge 5-6): The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 156 (24d12) fire damage on a failed save, or half as much damage on a successful one. A creature must also make a DC 25 Strength save or be pushed 90 feet. A creature must also make a DC 25 Constitution saving throw or be deafened.
LEGENDARY ACTIONS
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Fafnheir 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. Fafnheir regains spent legendary actions at the start of his turn.
Crawl Fafnheir moves up to his speed without provoking opportunity attacks.
Tail Attack: Fafnheir makes a tail attack.
Lightning Storm Breath (2 actions; only following a breath weapon attack): Fafnheir’s flaming breath is electrified. Up to six creatures within 100 ft. that failed saves against Fafnheir’s fire breath must make Dexterity saving throws DC 25. They take 108 (24d8) lightning damage or half as much on a successful save.
Linnorm, Fafnir
Originally Posted by Shade of the En World forums.
On this Thread
Linnorm, Fafnir | |
Gargantuan Dragon | |
Hit Dice | 26d12+234 (403 hp) |
Initiative | +0 |
Speed | 60 ft. (12 squares), burrow 50 ft., Swim 50 ft. |
Armor Class | 32 (-4 size, +36 natural), touch 6, flat-footed 32 |
Base Attack/Grapple | +26/+52 |
Attack | Bite +37 melee (4d6+14 plus poison/19-20 plus 1d6 on a critical hit and DC 37 Fort save or die) |
Full Attack | Bite +37 melee (4d6+14 plus poison/19-20 plus 1d6 on a critical hit and DC 37 Fort save or die) and 2 slams +34 (2d8+7) and tail slap +34 (2d8+21) |
Space/Reach | 20 ft./15 ft. |
Special Attacks | Breath weapon, crush 4d6+21, frightful presence, poison, tail sweep 2d6+21 |
Special Qualities | Blindsense 60 ft., damage reduction 10/epic, dwarven traits, immunities (disease, Paralysis, sleep), keen senses, Spell Resistance 36 |
Saves | Fort +24, Ref +15, Will +20 |
Abilities | Strength 38, Dexterity 10, Constitution 29, Intelligence 14, Wisdom 20, Charisma 18 |
Skills | Appraise +31, Bluff +29, Diplomacy +12, Disguise +4 (+8 acting), Intimidate +37, Jump +26, Listen +34, Search +31, Sense Motive +34, Spot +34, Swim +43 |
Feats | Cleave, Devastating Critical (bite), Great Cleave, Improved Critical (bite), Multiattack, Overwhelming Critical (bite), Power Attack, Snatch, Weapon Focus (bite) |
Environment | Any land or underground. |
Organization | Solitary |
Challenge Rating | 21 |
Treasure | Double standard |
Alignment | Neutral evil |
Advancement | – |
Level Adjustment | – |
Fafnir began life as a dwarven prince, son of king Hreidmar and brother of Regin and Ótr. He was said to be gifted with a powerful arm and fearless soul, and was the strongest and most aggressive of the three brothers. After his brother Ótr was slain by Loki, Hreidmar received a large amount of gold as repayment for the loss of his son. Unfortunately, the gold was cursed. Fafnir and Regin slayed their father to get the gold, and decided to not share it with Regin. Fafnir was transformed into a dragon as a symbol of his greed.
Fafnir retains many dwarven traits, including the love of gold and gems. It is said that Fafnir’s treasure hoard contains several legendary swords.
Fafnir speaks Draconic, Dwarven, and Abyssal.
COMBAT
Fafnir is a fairly straightforward melee combatant. He uses his breath weapon whenever possible, then wades in with typical dwarven courage and love of battle.
Breath Weapon (Su): 60-foot cone, damage 16d10 fire (Reflex DC 33 half). A creature damaged by Fafnir’s breath weapon is also exposed to his poison (see below). The save DC is Constitution-based.
Crush (Ex): When flying or jumping, Fafnir can land on opponents as a standard action, using his whole body to crush them. Fafnir’s crush attack is effective only against opponents of Medium or smaller size (though he can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under Fafnir’s body. Creatures in the affected area must succeed on a DC 32 Reflex save or be pinned, automatically taking 4d6+21 points of bludgeoning damage during the next round unless Fafnir moves off them. If Fafnir 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.
Dwarf Traits (Ex): Fafnir has a +1 racial bonus on attack rolls against orcs and goblinoids, a +2 racial bonus on saves against spells and spell-like abilities, a +2 racial bonus on Fortitude saves against all poisons, and a +4 Dodge bonus against giants. He also has stonecunning (see below), and a +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal.
Frightful Presence (Ex): All creatures with 26 or fewer Hit Dice within 240 feet of Fafnir when he charges, attacks, or flies overhead must make a DC 27 Will save or be shaken for 4d6 rounds. Creatures with fewer than 5 HD are panicked instead of shaken if they fail this save. A creature that succeeds on this save is immune to Fafnir’s frightful presence for 24 hours. Fafnir is immune to the frightful presence of other dragons.
Keen Senses (Ex): Fafnir sees four times as well as a human in low light conditions and twice as well in normal light.
Poison (Ex): Fafnir’s poison causes searing pain as the victim’s internal organs burn. Bite or breath weapon, Fort DC 33 negates, initial and secondary damage 2d6 Constitution. In addition, any creature that takes the initial damage is sickened for 2d4 minutes. The save DC is Constitution-based.
Stonecunning (Ex): This ability grants Fafnir a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. If Fafnir merely comes within 10 feet of unusual stonework, he can make a Search check as if he were actively searching, and Fafnir can use the Search skill to find stonework traps as a rogue can. Fafnir can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Tail Sweep (Ex): This special attack allows Fafnir to sweep with his tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the linnorm’s space in any direction. Small or smaller creatures within the swept area automatically take 2d6+21 points of damage. Affected creatures can attempt DC 32 Reflex saves to take half damage. The save DC is Constitution-based.
Skills: Fafnir has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.
Originally appeared in Supplement IV: Gods, Demigods, Heroes (1976).