Frost Linnorm, Herald of the Endless Winter
“Slay the Frost Linnorm and win eternal glory—if its death curse doesn’t kill you first!”

A Frost Linnorm is a titanic, serpentine monstrosity stretching over 60 feet in length. Its hide is a tapestry of jagged, ice-crusted scales the color of pale steel and glacier-blue, each as hard as forged iron. Two massive forelimbs end in dagger-length claws, while its hindquarters taper into a long, barbed tail capable of shattering stone. Its horned, lupine skull bears eyes like frozen moons and a mouth lined with icicle fangs, constantly exhaling plumes of arctic mist. Jagged icicles and frozen trophies dangle from its bony spines like the ornaments of a barbaric crown.
Behavior:
Frost Linnorms are savage, territorial tyrants, devoid of the cunning restraint of true dragons. They act on impulse and rage, destroying intruders with terrifying force. Though capable of speech, they rarely deign to use it except to curse their enemies. Driven by an insatiable hatred of warmth and life, they relish destruction for its own sake. They are solitary creatures, reveling in solitude, slaughter, and the slow advance of encroaching cold.
Habitat:
These behemoths dwell in the frigid wastes of the world—glacial caverns, frozen fjords, or ancient ruins entombed in ice. Their lairs are typically scattered with the frozen remains of past victims and enemies, entombed in walls of ice or impaled on jagged spires. Cold, remote, and nearly inaccessible, these lairs are kept deliberately inhospitable to all but the Linnorm itself.
Modus Operandi:
When a Frost Linnorm senses prey—whether by scent, vibration, or the faintest trace of warmth—it strikes with brutal swiftness. First, it unleashes a cone of soul-freezing breath, flash-freezing flesh and shattering armor. Then it closes in, using its claws and venomous bite, while its tail whips around to obliterate stragglers. The Linnorm prefers ambush from concealment in snow or ice, but once battle is joined, it becomes a force of unrelenting carnage.
Motivation:
Unlike chromatic dragons who pursue treasure or power, the Frost Linnorm is driven by ancient instinct and wrath. It views all warmth and civilization as an affront to its existence. Some sages believe it serves forgotten primal forces of cold entropy or is cursed to exist as a harbinger of winter’s vengeance. Its sole joy is in destruction—turning vibrant lands into frozen tombs and ensuring no trace of warmth remains.
Death Curse:
Upon death, a Frost Linnorm unleashes a dire magical curse on its slayer—known as the Curse of Endless Winter. The victim may slowly freeze from within, become hated by nature itself, or even bring unnatural cold to all lands they travel—unless powerful magic is used to break the curse.
Frost Linnorm 5e
Frost Linnorm, Pathfinder
Frost Linnorm 3.5
Frost Linnorm

Gargantuan Dragon (Linnorm), Chaotic Evil
Armor Class 21 (Natural Armor)
Hit Points 478 (31d12 + 279)
Speed 50 ft., burrow 30 ft., climb 30 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
29 (+9) | 12 (+1) | 28 (+9) | 9 (–1) | 18 (+4) | 19 (+4) |
Saving Throws Str +17, Con +17, Wis +12, Cha +12
Skills Perception +20, Stealth +9, Survival +12
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, poison
Condition Immunities charmed, frightened, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 30
Languages Draconic, understands Common
Challenge 24 (62,000 XP) – Mythic
Proficiency Bonus +7
Traits
Amphibious. The Frost Linnorm can breathe air and water.
Icebound Regeneration. The Linnorm regains 30 hit points at the start of its turn if it has at least 1 hit point and is in contact with ice, snow, or frozen water.
Legendary Resistance (3/Day). If the Linnorm fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The Linnorm’s spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no components:
- At will: detect magic, gust of wind
- 3/day: cone of cold, wall of ice
- 1/day: control weather
Curse of Endless Winter. When the Frost Linnorm dies, the creature that struck the killing blow must succeed on a DC 20 Charisma saving throw or suffer a magical curse:
- The creature emits supernatural cold in a 10-foot radius, dealing 10 cold damage to other creatures at the end of each of their turns.
- All magical healing the cursed creature receives is halved.
- Any area the creature stays in for more than 1 hour begins to suffer extreme winter conditions (as control weather), spreading within a 1-mile radius.
This curse lasts until removed by a wish, miracle, or remove curse spell cast under the light of a winter solstice full moon.
Actions
Multiattack. The Linnorm makes three attacks: one with its Bite, one with its Claws, and one with its Tail.
- Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
Hit: 32 (4d10 + 9) piercing damage plus 18 (4d8) cold damage.
The target must succeed on a DC 20 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also slowed, as per the slow spell. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success. - Claws. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 26 (4d8 + 9) slashing damage. - Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 30 (4d10 + 9) bludgeoning damage.
The target must succeed on a DC 20 Strength saving throw or be knocked prone and pushed 15 feet. - Frost Breath (Recharge 5–6). The Linnorm exhales frigid death in a 90-foot cone. Each creature in that area must make a DC 25 Constitution saving throw, taking 88 (16d10) cold damage on a failed save, or half as much on a success.
Creatures that fail the save by 5 or more become frozen solid—they are restrained and incapacitated for 1 minute. A creature frozen this way can repeat the save at the end of its turns. Taking 50 or more fire damage in a single turn ends the effect early. - Icy Constriction (Recharge 6). The Linnorm coils around a Huge or smaller creature within 15 feet. That creature must succeed on a DC 20 Dexterity saving throw or become grappled and restrained (escape DC 20). While restrained, the creature takes 36 (8d8) cold damage at the start of each of its turns. The grapple ends if the Linnorm uses this action again or moves more than 30 feet away.
Legendary Actions
The Frost Linnorm can take 3 legendary actions, choosing from the options below. Only one legendary action 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 Sweep. The Linnorm makes a tail attack.
- Icy Roar (Costs 2 Actions). The Linnorm unleashes a soul-freezing roar. Each creature of its choice within 60 feet must succeed on a DC 20 Wisdom saving throw or be frightened until the end of their next turn. If a creature fails by 5 or more, it is also paralyzed with fear for 1 round.
- Glacial Surge (Costs 3 Actions). The ground in a 30-foot radius around the Linnorm becomes cracked, icy terrain for 1 minute. This area is difficult terrain, and creatures that start their turn in it must succeed on a DC 18 Dexterity saving throw or fall prone.
Lair Actions
On initiative count 20 (losing initiative ties), the Linnorm can use one of the following lair actions:
- Ice Spikes. Jagged icicles erupt from the ground in a 20-foot-radius circle the Linnorm can see. Creatures in the area must make a DC 18 Dexterity saving throw, taking 22 (4d10) piercing damage on a failure and becoming restrained until the end of their next turn.
- Blizzard Howl. A freezing wind howls through the lair. Until initiative count 20 on the next round, the area is heavily obscured beyond 30 feet, and all ranged attacks are made with disadvantage.
- Shatter Ice. The Linnorm targets one creature it can see standing on ice within 60 feet. That creature must make a DC 20 Dexterity saving throw or fall prone and become restrained as the ice collapses beneath them and reforms.
Optional Mythic Trait: Heart of the Glacier
When the Frost Linnorm is reduced to 0 hit points for the first time, it doesn’t die. Instead, its icy heart bursts in a storm of elemental cold. The Linnorm reforms at the start of its next turn with 200 hit points, and gains resistance to fire and advantage on all saving throws for 1 minute. While in this form, its Frost Breath recharges on a 4–6.
A party who slays a Frost Linnorm and survives its curse earns not just glory, but the dread of all who hear their tale.
Frost Linnorm (CR 21)

CE Gargantuan dragon (cold)
XP 409,600
Init +5; Senses darkvision 120 ft., low-light vision, scent, true seeing; Perception +39
DEFENSE
AC 39, touch 7, flat-footed 38 (+1 Dex, +32 natural, –4 size)
hp 396 (24d12+240); fast healing 10
Fort +25, Ref +15, Will +21
Defensive Abilities death curse, true seeing;
DR 15/magic; Immune cold, mind-affecting effects, paralysis, poison, sleep;
SR 32
OFFENSE
Speed 60 ft., burrow 20 ft., swim 40 ft.
Melee bite +35 (4d8+18/19–20 plus death curse and poison), 2 claws +34 (2d6+12), tail slap +29 (4d6+18 plus trip), gore +34 (2d8+12);
Space 20 ft.; Reach 20 ft. (30 ft. with bite)
Special Attacks
breath weapon, constrict (4d6+18 cold), death curse, icy constriction, terrifying presence (300 ft., DC 28)
Spell-Like Abilities (CL 20th; concentration +24)
At will – control weather, detect magic, gust of wind, wall of ice
3/day – cone of cold (DC 20), ice storm, greater dispel magic
1/day – polar ray (DC 23), control winds, blizzard (APG)
STATISTICS
Str 39, Dex 13, Con 31, Int 6, Wis 20, Cha 19
Base Atk +24; CMB +44 (+48 grapple); CMD 55 (can’t be tripped)
Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like Ability (cone of cold), Staggering Critical, Weapon Focus (bite)
Skills Fly +10, Intimidate +31, Knowledge (nature) +20, Perception +39, Sense Motive +28, Stealth +8, Survival +32
Languages Draconic; cannot speak
SQ amphibious, icebound regeneration, snow stride, no breath
ECOLOGY
Environment cold mountains, arctic tundras
Organization solitary
Treasure triple (gems, relics, and frozen victims)
SPECIAL ABILITIES
Breath Weapon (Su):
Once every 1d4 rounds, the linnorm exhales a 120-foot cone of blizzard wind and ice.
Deals 20d8 cold damage (Reflex DC 33 half).
Creatures that fail the save by 10 or more become petrified (ice) for 1 minute or until they take 50 fire damage in a single round.
Save DC is Constitution-based.
Constrict (Ex):
Deals 4d6+18 cold damage on a successful grapple check.
Death Curse (Su):
When slain, the linnorm curses the creature that dealt the killing blow. That creature must succeed at a DC 28 Will save or suffer the Curse of Endless Winter:
- 10-ft aura deals 5d6 cold damage to other creatures at the end of their turns
- Healing the cursed creature receives is halved
- Blizzard conditions (as control weather) follow the cursed creature within a 1-mile radius
This curse is permanent and can only be removed by miracle, wish, or remove curse cast under the light of a winter solstice full moon.
This is a mind-affecting curse effect.
Save DC is Charisma-based.
Icy Constriction (Ex):
When grappling, the linnorm can freeze its prey in place.
Target must succeed on a DC 33 Fortitude save or become paralyzed for 1 round and take 4d8 cold damage at the start of each turn.
On a successful save, the target is staggered instead.
Creatures immune to paralysis are still affected.
Icebound Regeneration (Ex):
The linnorm regenerates 10 hit points per round while in contact with snow, ice, or freezing water.
If it takes 50 or more fire damage in one round, this regeneration is suppressed for 1 round.
Snow Stride (Ex):
Can move through snow and ice without penalty and leaves no trail unless it chooses to.
Glacial Frenzy (Ex):
When reduced to half hit points, the linnorm enters a frenzied state for 3 rounds:
- +4 bonus on damage rolls
- Can use breath weapon as a free action 1/round (still subject to recharge)
Tactics
The frost linnorm is a cunning but brutal ambusher. It begins combat with its breath weapon, trying to incapacitate foes quickly. If multiple enemies survive, it divides them using wall of ice and closes in on isolated targets with grapples and Icy Constriction.
It targets healers and casters first and uses Awesome Blow and tail slap to scatter frontliners.
If reduced to half HP, it enters Glacial Frenzy, intensifying its attacks. It does not retreat—if doomed, it seeks to drag its enemies into the grave and curse their victory.
Description
Frost linnorms are ancient, primeval dragons infused with the essence of unending winter. They hoard no treasure, only desolation. Those who approach their lairs find forests frozen solid, wildlife driven off, and the corpses of heroes displayed as icicle-coated trophies.
Frost Linnorm

These never rest until all other intelligent creatures within their domains are destroyed. They are frosty blue in color. Frost Linnorms prefer to spend months plotting against their enemies.
Originally Posted by Boz of the En World forums.
This wingless dragon has thick, pearly scales that are sharp like jagged ice and shift in hue from white to pale blue to transparent as the dragon moves. Its forelegs are small and weak, but the claws do seem to allow the dragon to manipulate objects.
Frost linnorms are the more territorial linnorms. These paranoid monsters never feel safe until all other sentient creatures within their domains are destroyed. Frost linnorms are some of the most intelligent of the linnorms, and spend much of their time plotting out strategies against settlements of other creatures. A frost linnorm will most commonly attack in the winter, to play upon its victim’s weaknesses and its own strengths.
A frost linnorm prefers to lair in frigid climes, though it will relocate south for the winter to plunder smaller humanoid settlements. A frost linnorm will shape its lair out of ice, making a strikingly beautiful home. Many of the surfaces are mirrorlike, allowing the dragon to spend time admiring itself. A frosts will bury its treasure under the ice to keep it safe from looters, though the linnorm will leave some of the more beautiful art in the open to admire it.
A frost linnorm is a gluttonous creature that considers all life forms that are not of its kind to be beneath it. The frost linnorm is surprisingly familial, valuing it’s the company and input of offspring. A frost linnorm does not eat the creatures it kills, and it is suspected that this dragon gains its nourishment from inhaling frigid winds.
A frost linnorm can speak Draconic and Abyssal.
Frost Linnorm | |
Gargantuan Dragon (Cold) | |
Hit Dice | 15d12+120 (217 hp) |
Initiative | +0 |
Speed | 30 ft (6 squares), Swim 50 ft |
Armor Class | 24 (-4 size, +18 natural), touch 6, flat-footed 24 |
Base Attack/Grapple | +15/+38 |
Attack | Bite +22 melee (4d6+11) |
Full Attack | Bite +22 melee (4d6+11) and tail slap +20 melee (2d8+5) |
Space/Reach | 20 ft/15 ft (20 with bite) |
Special Attacks | Breath weapon, crush (4d6+16), spell-like abilities, spells, tail sweep |
Special Qualities | Blindsense 60 ft, damage reduction 10/magic and cold iron, icewalking, keen senses, Spell Resistance 32 |
Saves | Fort +17 Ref +9 Will +14 |
Abilities | Strength 32, Dexterity 10, Constitution 26, Intelligence 18, Wisdom 20, Charisma 19 |
Skills | Bluff +22, Concentration +28, Diplomacy +8, Disguise +4 (+6 in character), Hide +0*, Intimidate +22, Knowledge (Arcana) +22, Listen +26, Search +24, Sense Motive +25, Spellcraft +24, Spot +26, Survival +5 (+7 following tracks), Swim +19 |
Feats | Ability Focus (breath weapon) Alertness, Flyby Attack, Multiattack, Power Attack, Snatch |
Environment | Any cold land |
Organization | Solitary or family (2-8) |
Challenge Rating | 21 |
Treasure | Standard |
Alignment | Always neutral evil |
Advancement | 16-45 HD (Gargantuan) |
Level Adjustment | — |
COMBAT
A frost linnorm prefers to take an intelligent approach to combat, and will not hesitate to spend great amounts of time working out strategies before attacking. Frost linnorms do not like to fight without making such plans first, and will avoid doing so unless attacked first. Frost linnorms are not brawlers, and will use their breath weapons, magical abilities, and magic items before entering physical combat.
A frost linnorm is an opportunist, and will attack from any location that puts its foes at a disadvantage. If possible, a frost linnorm will waylay its foes on ice to keep them off balance.
Breath Weapon (Su): A frost linnorm may use its breath weapon once every 1d4 rounds. This weapon manifests as a 60-foot cone of ice particles. This attack deals 7d6 points of cold damage, half on a successful Reflex save (DC 27). The save DC is Constitution-based.
Crush (Ex): A flying frost 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 frost linnorm’s body. Each creature in the affected area must succeed at a Reflex save (DC 25) or be pinned, automatically taking 4d6+16 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the frost 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 – meld into stone*, minor image (DC 16), silent image (DC 15), stone shape*;
- 3/day – heal (DC 20), major image (DC 17), persistent image (DC 19), programmed image (DC 20), transmute metal to wood*, transmute rock to mud* (DC 19), transport via plants*.
Caster level 17th. The save DCs are Charisma-based.
*A frost linnorm is able to replace the element commonly used as the focus for these spells with ice. As such, these spells effectively become meld into ice, ice shape, transmute metal to ice, transmute rock to ice, and transport via ice when used by a frost linnorm.
Tail Sweep (Ex): A frost 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 30-foot-radius half-circle centered on the linnorm’s rear. Each affected creature that fails a Reflex save (DC 25 half) takes 2d6+16 points of damage. The save DC is Constitution-based.
Icewalking (Ex): This ability works like the Spider Climb spell, but the surfaces the linnorm Climbs must be icy. It is always in effect.
Keen Senses (Ex): A frost 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.
Skills: *Frost linnorms have a +4 racial bonus on Hide checks when in cold environments. This bonus on Hide checks increases to +8 when the linnorm is immobile.
Originally found in Dragon Magazine #182 (“The Vikings’ Dragons,” June 1992, Jean Rabe), and Monstrous Compendium Annual One (1994).