Sea Linnorm — Bioelectric Leviathan of the Deep

Colossal Sea Linnorm, a black and crimson abyssal dragon with glowing orange facial lures and bioelectric discharges, hunting in a deep ocean trench

Deep-Sea Linnorm · Bioelectric Dragon · Ancient Predator

At a Glance

IdentityA primeval ocean-going linnorm, distinguished by its amber-glowing facial lures.
TypeGargantuan dragon in D&D 5e/5.5e; Colossal dragon (aquatic) in Pathfinder 1e and this D&D 3.5e adaptation.
TemperamentReclusive, ruthless towards intruders, usually neutral evil.
Signature PowersBioelectric breath, deadly electrical venom, hypnotic lures, constricting tail and curse of crushing depths.
HabitatCold ocean trenches, submarine escarpments and lightless lairs.
Campaign RangeNorthern Atlantic abyssal regions, particularly deep waters beyond Norway, Iceland and Greenland. See the northern realms.
Challenge5.5e/2024 CR 22 · 5e/2014 CR 22 · Pathfinder 1e CR 22 · D&D 3.5e CR 22 (adaptation).
Encounter RoleEpic ambush predator, apex guardian of deep-sea territory or a perilous sentinel of the Midgard Linnorm’s lair.

Rules by Edition

Sea Linnorm

Gargantuan Dragon (Linnorm), Neutral Evil

Armor Class 22 (natural armor)
Hit Points 462 (25d20 + 200)
Speed 40 ft., Fly 80 ft. (hover), Swim 100 ft.

STRDEXCONINTWISCHA
30 (+10)18 (+4)26 (+8)8 (−1)20 (+5)22 (+6)

Saving Throws Str +17, Dex +11, Con +15, Wis +12, Cha +13
Skills Perception +12, Stealth +11
Damage Immunities Lightning, Poison
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 22
Languages Aklo, Draconic, Sylvan
Challenge 22 (41,000 XP; PB +7)

Traits

Amphibious. The linnorm can breathe air and water.

Freedom of the Deep. The linnorm ignores difficult terrain caused by water or currents, and magic cannot reduce its Swim speed or restrain it with aquatic terrain.

Regeneration. The linnorm regains 20 Hit Points at the start of each of its turns while it has at least 1 Hit Point. This trait doesn’t function on its next turn if it has taken damage from a cold-iron weapon since its previous turn. Cold iron is a distinct material in this campaign.

Legendary Resistance (3/Day). If the linnorm fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The linnorm makes one Bite, two Claw, and one Tail attack. It can replace its Bite with Constrict against a creature it is grappling.

Bite. Melee Attack Roll: +17 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) Piercing damage. The target must make a DC 23 Constitution saving throw, taking 27 (6d8) Lightning damage on a failed save, or half as much on a success; this electricity-laden venom is a poison effect.

Claw. Melee Attack Roll: +17 to hit, reach 15 ft., one target. Hit: 23 (3d8 + 10) Slashing damage.

Tail. Melee Attack Roll: +17 to hit, reach 25 ft., one Huge or smaller creature. Hit: 26 (3d10 + 10) Bludgeoning damage, and the target is Grappled (escape DC 25). While this grapple lasts, the target is Restrained. The linnorm can grapple one creature with its tail at a time.

Constrict. Melee Attack Roll: +17 to hit, reach 25 ft., the creature grappled by its tail. Hit: 32 (4d10 + 10) Bludgeoning damage.

Bioelectric Breath (Recharge 5–6). The linnorm releases lightning in a 120-foot-long, 10-foot-wide Line. Each creature in it makes a DC 23 Dexterity saving throw, taking 117 (26d8) Lightning damage on a failed save or half on a successful one. From each creature that fails, a secondary discharge leaps to the nearest creature within 30 feet that was not already hit by the breath or another discharge. That second creature makes the same save, taking 27 (6d8) Lightning damage on a failure or half on success. Secondary discharges never generate further arcs. A living creature damaged by the breath or an arc must then succeed on a DC 23 Constitution saving throw or be Stunned until the end of its next turn.

Bonus Actions

Mesmeric Lures. Orange lights burn along the linnorm’s facial tendrils. Each creature of the linnorm’s choice within 120 feet that can see the lights must succeed on a DC 21 Wisdom saving throw or be Charmed by the linnorm until the start of the linnorm’s next turn. While so Charmed, its Speed is 0 and it has Disadvantage on Dexterity saves against the linnorm’s Bioelectric Breath. The effect ends immediately if that creature is attacked by the linnorm. A creature that succeeds on the save is immune to this linnorm’s lures for 24 hours.

Legendary Actions

The linnorm can take 3 Legendary Actions, choosing from the options below, only at the end of another creature’s turn. It regains spent Legendary Actions at the start of its turn.

Tail Strike (Costs 1 Action). The linnorm makes one Tail attack.

Current-Rider (Costs 1 Action). The linnorm moves up to half its Swim or Fly speed without provoking Opportunity Attacks.

Crushing Coil (Costs 2 Actions). The linnorm uses Constrict against the creature held in its tail.

Death Curse — Crushing Depths

When the linnorm dies, the creature that delivered the killing blow must make a DC 21 Wisdom saving throw. On a failure, it is cursed: at the start of each of its turns while fully submerged, it takes 10 (3d6) Force damage, irrespective of depth or protection against water pressure. The curse lasts until ended by Remove Curse, Greater Restoration, or similar magic.

Optional Regional Influences — Permanent Lairs Only

These effects apply only to an ancient sea linnorm that has occupied the same abyssal lair for many decades, not to every roaming sea linnorm.

  • Charged waters. Within one mile of the lair, static flashes occasionally dance across rocks and metal; a DC 18 Wisdom (Survival) check can recognize the pattern.
  • False stars. Shoals of luminous fish collect around false amber glows within half a mile, drawing predators into narrow channels.
  • Unsettled instruments. Compasses and mundane electrical devices near the den sometimes misbehave. This effect does not automatically disrupt magic or sink a ship.

These regional signs do not grant lair actions, summons, or extra attacks.

Sea Linnorm

Gargantuan Dragon (Linnorm), Neutral Evil

Armor Class 22 (natural armor)
Hit Points 462 (25d20 + 200)
Speed 40 ft., Fly 80 ft. (hover), Swim 100 ft.

STRDEXCONINTWISCHA
30 (+10)18 (+4)26 (+8)8 (−1)20 (+5)22 (+6)

Saving Throws Str +17, Dex +11, Con +15, Wis +12, Cha +13
Skills Perception +12, Stealth +11
Damage Immunities Lightning, Poison
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 22
Languages Aklo, Draconic, Sylvan
Challenge 22 (41,000 XP; PB +7)

Traits

Amphibious. The linnorm can breathe air and water.

Freedom of the Deep. The linnorm ignores difficult terrain caused by water or currents, and magic cannot reduce its Swim speed or restrain it with aquatic terrain.

Regeneration. The linnorm regains 20 Hit Points at the start of each of its turns while it has at least 1 Hit Point. This trait doesn’t function on its next turn if it has taken damage from a cold-iron weapon since its previous turn. Cold iron is a distinct material in this campaign.

Legendary Resistance (3/Day). If the linnorm fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The linnorm makes one Bite, two Claw, and one Tail attack. It can replace its Bite with Constrict against a creature it is grappling.

Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) Piercing damage. The target must make a DC 23 Constitution saving throw, taking 27 (6d8) Lightning damage on a failed save, or half as much on a success; this electricity-laden venom is a poison effect.

Claw. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 23 (3d8 + 10) Slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 25 ft., one Huge or smaller creature. Hit: 26 (3d10 + 10) Bludgeoning damage, and the target is Grappled (escape DC 25). While this grapple lasts, the target is Restrained. The linnorm can grapple one creature with its tail at a time.

Constrict. Melee Weapon Attack: +17 to hit, reach 25 ft., the creature grappled by its tail. Hit: 32 (4d10 + 10) Bludgeoning damage.

Bioelectric Breath (Recharge 5–6). The linnorm releases lightning in a 120-foot-long, 10-foot-wide Line. Each creature in it makes a DC 23 Dexterity saving throw, taking 117 (26d8) Lightning damage on a failed save or half on a successful one. From each creature that fails, a secondary discharge leaps to the nearest creature within 30 feet that was not already hit by the breath or another discharge. That second creature makes the same save, taking 27 (6d8) Lightning damage on a failure or half on success. Secondary discharges never generate further arcs. A living creature damaged by the breath or an arc must then succeed on a DC 23 Constitution saving throw or be Stunned until the end of its next turn.

Bonus Actions

Mesmeric Lures. Orange lights burn along the linnorm’s facial tendrils. Each creature of the linnorm’s choice within 120 feet that can see the lights must succeed on a DC 21 Wisdom saving throw or be Charmed by the linnorm until the start of the linnorm’s next turn. While so Charmed, its Speed is 0 and it has Disadvantage on Dexterity saves against the linnorm’s Bioelectric Breath. The effect ends immediately if that creature is attacked by the linnorm. A creature that succeeds on the save is immune to this linnorm’s lures for 24 hours.

Legendary Actions

The linnorm can take 3 Legendary Actions, choosing from the options below, only at the end of another creature’s turn. It regains spent Legendary Actions at the start of its turn.

Tail Strike (Costs 1 Action). The linnorm makes one Tail attack.

Current-Rider (Costs 1 Action). The linnorm moves up to half its Swim or Fly speed without provoking Opportunity Attacks.

Crushing Coil (Costs 2 Actions). The linnorm uses Constrict against the creature held in its tail.

Death Curse — Crushing Depths

When the linnorm dies, the creature that delivered the killing blow must make a DC 21 Wisdom saving throw. On a failure, it is cursed: at the start of each of its turns while fully submerged, it takes 10 (3d6) Force damage, irrespective of depth or protection against water pressure. The curse lasts until ended by Remove Curse, Greater Restoration, or similar magic.

Optional Regional Influences — Permanent Lairs Only

These effects apply only to an ancient sea linnorm that has occupied the same abyssal lair for many decades, not to every roaming sea linnorm.

  • Charged waters. Within one mile of the lair, static flashes occasionally dance across rocks and metal; a DC 18 Wisdom (Survival) check can recognize the pattern.
  • False stars. Shoals of luminous fish collect around false amber glows within half a mile, drawing predators into narrow channels.
  • Unsettled instruments. Compasses and mundane electrical devices near the den sometimes misbehave. This effect does not automatically disrupt magic or sink a ship.

These regional signs do not grant lair actions, summons, or extra attacks.

Sea Linnorm — CR 22

XP 614,400
NE Colossal dragon (aquatic)
Init +13; Senses darkvision 60 ft., low-light vision, scent, true seeing; Perception +37

Defense

AC 39, touch 11, flat-footed 30 (+9 Dex, +28 natural, −8 size)
hp 455 (26d12+286); regeneration 15 (cold iron)
Fort +26, Ref +24, Will +23
Defensive Abilities freedom of movement; DR 20/cold iron; Immune curse effects, electricity, mind-affecting effects, paralysis, poison, sleep; SR 33

Offense

Speed 40 ft., fly 100 ft. (average), swim 100 ft.
Melee bite +35 (3d8+17/19–20 plus poison), 2 claws +35 (2d8+17), tail slap +30 (3d6+8 plus grab)
Space 30 ft.; Reach 30 ft.
Special Attacks breath weapon (DC 34), constrict (tail, 3d6+24), death curse, lure

Statistics

Str 44, Dex 28, Con 32, Int 7, Wis 27, Cha 29
Base Atk +26; CMB +51; CMD 70 (can’t be tripped)
Feats Cleave, Combat Reflexes, Following Step, Great Cleave, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Power Attack, Snatch, Step Up, Step Up and Strike, Vital Strike
Skills Acrobatics +9 (+13 when jumping), Fly +30, Perception +37, Stealth +22, Swim +54
Languages Aklo, Draconic, Sylvan; SQ amphibious

Ecology

Environment cold oceans
Organization solitary
Treasure triple

Special Abilities

Breath Weapon (Su). Once every 1d4 rounds as a standard action, the linnorm unleashes a 120-foot line dealing 26d8 electricity damage (Reflex DC 34 half). Each failed Reflex save generates one discharge against the closest creature within 30 feet not yet struck by the line or another discharge. Secondary discharges never branch again. Any living creature damaged by the line or a discharge must succeed on a DC 34 Fortitude save or be stunned for 1d4 rounds; a secondary target receives +4 on this Fortitude save. The DC is Constitution-based.

Death Curse (Su). The creature that kills the linnorm suffers the curse of crushing depths (Will DC 32 negates). While completely submerged, the victim takes 3d6 damage each round as water pressure, regardless of depth, bypassing magical defenses against water pressure including freedom of movement and life bubble. The DC is Charisma-based.

Lure (Su). As a free action, the linnorm lights the lures on its face. Creatures that see them within 120 feet must succeed at a DC 32 Will save or be fascinated for 1 round and take a −4 penalty on saves against the linnorm’s breath. A fascinated target doesn’t recognize the linnorm as dangerous until it attacks. Success grants immunity to that individual linnorm’s lure for 24 hours. The DC is Charisma-based.

Poison (Ex). Bite—injury; Fort DC 34; 1/round for 10 rounds; 8d8 electricity damage, 1d6 Dexterity drain, 1d6 Constitution drain; cure 3 consecutive successful saves.

Sea Linnorm

Colossal Dragon (Aquatic), Neutral Evil

Hit Dice: 26d12+286 (455 hp)
Initiative: +13
Speed: 40 ft. (8 squares), fly 100 ft. (average), swim 100 ft.
Armor Class: 39 (−8 size, +9 Dex, +28 natural), touch 11, flat-footed 30
Base Attack/Grapple: +26/+59
Attack: Bite +35 melee (3d8+17/19–20 plus poison)
Full Attack: Bite +35 melee (3d8+17/19–20 plus poison), 2 claws +35 melee (2d8+17), tail slap +33 melee (3d6+8 plus improved grab)
Space/Reach: 30 ft./30 ft.
Special Attacks: Bioelectric breath, constrict, death curse, lure, poison
Special Qualities: Amphibious, darkvision 60 ft., low-light vision, scent, true seeing, freedom of movement, regeneration 15 (cold iron), damage reduction 20/cold iron, immunity to curse effects, electricity, mind-affecting effects, paralysis, poison, and sleep; spell resistance 33
Saves: Fort +25, Ref +23, Will +22
Abilities: Str 44, Dex 28, Con 32, Int 7, Wis 27, Cha 29
Skills: Hide +6, Listen +37, Move Silently +22, Spot +37, Survival +11, Swim +54
Feats: Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Critical (bite), Improved Initiative, Multiattack, Power Attack, Snatch
Environment: Cold oceans
Organization: Solitary
Challenge Rating: 22 (3.5e adaptation)
Treasure: Triple standard
Alignment: Usually neutral evil
Advancement: 27–52 HD (Colossal)
Level Adjustment: —

Combat

Bioelectric Breath (Su): Once every 1d4 rounds, the linnorm releases a 120-foot line of electricity dealing 26d8 electricity damage (Reflex DC 34 half). Each creature that fails its save discharges toward the nearest creature within 30 feet not already hit by the line or another arc. No tertiary arcs occur. A living creature damaged by the breath must make a DC 34 Fortitude save or be stunned for 1d4 rounds; targets struck by a secondary arc get +4 on this Fortitude save.

Constrict (Ex): 3d6+24 damage on a successful grapple check when holding prey with its tail.

Improved Grab (Ex): The linnorm may start a grapple as a free action without provoking an attack of opportunity when its tail slap hits a Huge or smaller creature.

Death Curse (Su): The creature that kills a sea linnorm must make a Will DC 32 save or be cursed with crushing depths, suffering 3d6 damage every round while fully submerged, even in shallow water or protected from normal pressure. A remove curse spell ends this effect.

Lure (Su): Lighting its amber facial lures is a free action. All seeing creatures within 120 ft. make a Will DC 32 save or are fascinated for 1 round and suffer −4 on saves against the linnorm’s breath. Creatures that save are immune to this creature’s lures for 24 hours.

Poison (Ex): Bite, injury, Fort DC 34, 1/round for 10 rounds; 8d8 electricity damage and 1d6 each Dexterity and Constitution drain; cure 3 consecutive saves.

Where the Sea Linnorm Is Found

Cold oceans conceal creatures that surface folk seldom glimpse. In the northern seas, the deepest reaches of the North Atlantic, the Norwegian Sea and the waters beneath the routes between Greenland and Iceland are plausible hunting grounds. These vast territories are not ordinary coast-hunting ranges: a mature linnorm can remain buried in an abyssal trench for generations, rising only when hunger, injury or intrusion drives it upward. See the northern realms and the Midgard Bestiary.

Appearance and Natural History

At first, the glow looks like a row of amber lights hanging above the ocean floor. Then a scarred, black-grey dragon’s head turns, its scales streaked with crimson, and the lights begin to crackle. The sea linnorm is a wingless serpent with powerful foreclaws, a crushing tail and an immense length of muscle. Its electric organ powers the lure, its venom and a breath that races outward through dark water.

It is neither a storm-caster by nature nor a habitual raider of ships. Its territory can span thousands of square miles, and the cold ocean’s immense prey sustains it. After a successful hunt it may sleep for decades. Tales speak of sea linnorms that have endured for five thousand years.

Behaviour

Sea linnorms are watchful and fiercely protective of their deep-water hunting grounds. They bait fish and great marine predators with their lures, then paralyse clustered prey with lightning. They conserve strength rather than chase every passing ship. When one wakes hungry, the disappearance of whales, great sharks and entire fishing shoals may be the first warning.

A settlement living near a sleeping linnorm sometimes treats it as a dangerous neighbour: steering prey into its grounds, leaving it undisturbed and alerting it to intruding hunters. This is survival, not friendship. An injured or cornered linnorm is likely to attack without negotiation.

If Violence Starts

The linnorm opens from darkness, catching clustered foes with its luminous lure before releasing its breath. It seeks to disable enemies who can harm it at range; then it pins a single dangerous opponent beneath its tail while tearing at others with its claws. If the party retreats beyond its claimed territory, a satiated linnorm may decline pursuit. An intruder approaching its den or young can expect no such restraint.

Signs and Encounters

  • Visible clue. Orange flashes pulse below a ship’s keel without any lightning overhead.
  • Warning. Fish drift belly-up through an otherwise living current; enormous bite marks appear on a whale.
  • Counterplay. Spread out to reduce arcing breath, break line of sight to the lures, and prepare cold iron before combat.
  • Escalation. Hunting parties near the Midgard Linnorm’s abyssal home may encounter one of the four venerable sea linnorms guarding its entrance. These guardians are individual monsters, not additions to every encounter with a sea linnorm.

Adventure Hooks

The Lights Beneath the Fleet. A northern convoy keeps seeing amber glimmers far below; a captain’s new sounding line returns scorched and severed.

The Tribute of Fish. Merfolk guides demand the party help replace prey diverted from a sleeping linnorm’s waters, or the beast will wake near their homes.

The Guardian’s Return. An ancient sea linnorm guarding the Midgard Linnorm is missing, leaving a breach in a powerful dragon’s defences.

Treasure and Aftermath

A sea linnorm’s lair may hold fused ship fittings, buried magical relics, amber-glowing stones and wreckage brought down by centuries of currents. Its body remains dangerous with residual bioelectricity. Slaying it can inflict the curse of crushing depths on the victorious attacker; the death curse is not a general environmental effect.

Mythical and Historical Context

Historic illustration of the Stoor Worm, a legendary sea serpent related to northern linnorm traditions
M. H. Squire’s Stoor Worm illustration in Herschel Williams, Fairy Tales from Folk Lore (1908), public domain. This historic depiction is not the creature’s definitive anatomy.

Northern accounts of immense sea-serpents, including the Stoor Worm, help explain why sailors may use several names for monsters seen only in fragments. The amber-lured, electrically armed creature described in the rules is a distinct fantasy monster. For other maritime terrors, consult the Sea Serpent and Lusca.

Related Creatures

Dragons · Midgard Linnorm · Flame Linnorm · Fafnir · Sea Serpent · World Bestiary

Sources and Licensing

Pathfinder Adventure Path #126: Beyond the Veiled Past © 2018 Paizo Inc.; authors Thurston Hillman, Robert Brookes, Eleanor Ferron, Crystal Malarsky and Scott Sharplin. The Pathfinder 1e CR 22 stat block is sourced from this work; see Archives of Nethys. The fifth-edition game mechanics and the 3.5e adaptation on this page are original interpretations, not official stat blocks from Wizards of the Coast or Paizo. A different sea linnorm appears in Dragon #356 (2007).

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