Linnorm, Flame
These terrifying Norse dragons are quite beautiful and quite rare. They live to bend others to their will and to accumulate wealth. As they age they become wreathed in flame
Originally Posted by Boz of the En World forums.
This wingless dragon has ashy, dull gray scales with just the barest hint of an orange shade. Several scaly flaps protrude from the tip of its head, casting a slight scarlet glow that causes them to resemble a plume of flame.
Flame linnorms are often considered the most beautiful and rare of linnorms. These malicious creatures take great joy in bending others to their will, and amassing treasure. Flame linnorms are loners, and lair in caverns deep within the earth, patrolling their territory zealously. They do not hate other linnorms, but isolate themselves to minimize the risk of theft. Flames keep a constant inventory of their wealth, and especially prize their beloved magic items. They have been known to charm or enslave other creatures just to help them acquire more treasure.
A flame linnorm can eat just about anything, from animals, to trees, or even the very earth they walk on. The most palatable food to a flame linnorm is anything on fire, and this creature has been known to set forest fires just to have a quick snack. A flame linnorm only attacks non-intelligent creatures for food.
A flame linnorm can speak Draconic and Abyssal.
Linnorm, Flame Linnorm | |
Gargantuan Dragon (Fire) | |
Hit Dice | 20d12+140 (270 hp) |
Initiative | +0 |
Speed | 60 ft (12 squares), Fly 100 ft (good) |
Armor Class | 25 (-4 size, +19 natural), touch 6, flat-footed 25 |
Base Attack/Grapple | +20/+44 |
Attack | Bite +28 melee (4d6+12) |
Full Attack | Bite +28 melee (4d6+12) and 2 claws +26 melee (2d8+6) and tail slap +26 melee (2d8+6) Space/Reach: 20 ft/15 ft (20 ft with bite) |
Special Attacks | Breath weapons, crush 4d6+18, spell-like abilities, spells |
Special Qualities | Blindsense 60 ft, damage reduction 10/magic and cold iron, immunities, keen senses, Spell Resistance 34 |
Saves | Fort +19 Ref +12 Will +17 |
Abilities | Strength 35, Dexterity 10, Constitution 25, Intelligence 17, Wisdom 20, Charisma 20 |
Skills | Bluff +28, Concentration +30, Diplomacy +9, Disguise +5 (+7 in character), Intimidate +30, Knowledge (Arcana) +26, Listen +28, Search +26, Sense Motive +28, Spellcraft +28, Spot +28, Survival +3 (+5 following tracks), Swim +35 |
Feats | Ability Focus (breath weapon), Cleave, Flyby Attack, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball), Snatch. |
Environment | Any land |
Organization | Solitary |
Challenge Rating | 23 |
Treasure | Double standard |
Alignment | Always neutral evil |
Advancement | 21-60 HD (Gargantuan) |
Level Adjustment | — |
COMBAT
A flame linnorm will prefer to attack from above, providing it with a good vantage point and an excellent chance to escape. A flame linnorm will usually attack with spells first, with a focus on defeating its foes without damaging their valuables. It only uses its breath weapons if this tactic fails. The vain flame linnorm prefers not to fight in close combat, as it has no wish to damage its beautiful scales. A flame linnorm’s favorite targets are ships, castles, and bands of adventures as these normally provide it with the best treasure.
Breath Weapon (Su): A flame linnorm has two breath weapons, a 120-foot line of flame and a 60-foot cone of hot ashes. It may use either breath weapon once every 1d4 rounds. Both attacks deal 8d8 points of fire damage, half on a successful Reflex save (DC 39). The save DC is Constitution-based.
Crush (Ex): A flying flame linnorm can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the flame linnorm’s body. Each creature in the affected area must succeed at a Reflex save (DC 37) or be pinned, automatically taking 4d6+18 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the flame linnorm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.
Spell-Like Abilities: At will – fly;
- 3/day – fire trap (DC 19), fireball (DC 18), heat metal (DC 17), pyrotechnics (DC 17), produce flame;
- 2/day – flame strike (DC 20), wall of fire;
- 1/day – fire seeds (DC 21), fire storm (DC 23).
Caster level 18th. The save DCs are Charisma-based.
Spells: A flame linnorm can cast arcane spells as an 18th-level sorcerer (6/8/7/7/7/7/6/6/5/3; save DC 15 + spell level). A flame linnorm typically has access to the following spells:
- 0 – Arcane Mark, dancing lights, daze, Detect Magic, flare, ghost sound, light, read magic, touch of fatigue;
- 1st – burning hands, Charm Person, expeditious retreat, magic missle, shield;
- 2nd – hypnotic pattern, pyrotechnics, Resist Energy, scorching ray, shatter;
- 3rd – dispel magic, displacement, fireball, protection from energy;
- 4th – Charm Person, confusion, fire shield, wall of fire;
- 5th – dominate person, feeblemind, Hold monster, Prying Eyes;
- 6th – disintegrate, eyebite, true seeing;
- 7th – delayed blast fireball, greater teleport, prismatic spray;
- 8th – incendiary cloud, sunburst;
- 9th – meteor swarm.
The save DCs are Charisma-based.
Tail Sweep (Ex): A flame linnorm can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than the linnorm within a 20-foot-radius half-circle centered on the linnorm’s rear. Each affected creature that fails a Reflex save (DC 37 half) takes 2d6+18 points of damage. The save DC is Constitution-based.
Keen Senses (Ex): A flame linnorm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has Darkvision with a range of 120 feet.
Originally found in Dragon Magazine #183 (“The Vikings’ Dragons,” July 1992, Jean Rabe), and Monstrous Compendium Annual One (1994).