Linnorm, Rain
These Norse dragons are vain to the point of demanding credit for their atrocities. The more heinous the act, the more powerful the rain linnorm feels. They desire more treasure than any dragon could possibly accumulate.
Originally Posted by Shade of the En World forums.
Although it lacks wings and hind feet, this creature is clearly draconic. Its shiny, teardrop-shaped scales shift from blue to gray to green to white. The smell of a fresh lightning strike accompanies the creature.
Rain linnorms are among the most vain and haughty of the linnorms. They consider all other creatures to be beneath them, and each considers itself the better of others of its own kind. Rain linnorms determine social status based on comitting the most heinous atrocities and accumulating the greatest wealth.
The lairs or rain linnorms are hidden deep within hills frequently buffetted by rain and wind. They are incredibly secretive, and will quickly move to a new hoard if any other creature finds their lair and survives.
Rain linnorms speak Draconic and Abyssal.
Rain Linnorm | |
Huge Dragon | |
Hit Dice | 10d12+60 (125 hp) |
Initiative | +0 |
Speed | 50 ft. (10 squares), Fly 100 ft. (good), Swim 30 ft. |
Armor Class | 24 (-2 size, +16 natural), touch 8, flat-footed 24 |
Base Attack/Grapple | +10/+27 |
Attack | Bite +17 melee (2d6+9) |
Full Attack | Bite +17 melee (2d6+9) and 2 claws +15 melee (2d8+4) and tail slap +15 melee (2d6+13) |
Space/Reach | 15 ft./10 ft. |
Special Attacks | Breath weapon, crush 2d8+13, spell-like abilities, spells |
Special Qualities | Blindsense 60 ft., damage reduction 10/magic, immunity to disease, electricity, Paralysis, and sleep, keen senses, regeneration 10, Spell Resistance 25, water breathing |
Saves | Fort +13, Ref +7, Will +12 |
Abilities | Strength 28, Dexterity 10, Constitution 23, Intelligence 14, Wisdom 20, Charisma 17 |
Skills | Bluff +16, Concentration +19, Diplomacy +7, Disguise +3 (+5 acting), Intimidate +10, Knowledge (Arcana) +15, Listen +18, Search +12, Sense Motive +18, Spellcraft +9, Spot +18, Survival +5 (+7 following tracks), Swim +27 |
Feats | Flyby Attack, Multiattack, Quicken Spell-Like Ability (lightning bolt), Snatch |
Environment | Any Marsh or Hill |
Organization | Solitary |
Challenge Rating | 14 |
Treasure | Standard |
Alignment | Usually chaotic evil |
Advancement | 11-20 HD (Huge); 21-30 HD (Gargantuan) |
Level Adjustment | – |
COMBAT
Rain linnorms prefer to open combat with their powerful weather-related spells and spell-like abilities, demonstrating their power over nature. They quickly follow with their breath weapons and more magic. Rain linnorms dislike sullying their claws in melee.
Breath Weapon (Su): 90-foot line of caustic boiling water, once every 1d4 rounds; damage 9d6, half of which is acid and the other fire, Reflex DC 21 half. The save DC is Constitution-based.
Crush (Ex): A flying 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 linnorm’s body. Each creature in the affected area must succeed on a DC 21 Reflex save or be pinned, automatically taking 2d8+13 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the linnorm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round. The save DC is Strength-based.
Spells: A rain linnorm can cast divine spells as a 14th-level druid. They cannot swap out prepared spells to cast summon nature’s ally spells.
Typical druid Spells Prepared (6/6/6/5/4/3/3/2; save DC 13 + spell level):
- 0–create water, detect magic, flare, know direction, purify food and drink, resistance;
- 1st–endure elements, entangle, faerie fire, longstrider, obscuring mist, pass without trace;
- 2nd–barkskin, bull’s strength, chill metal, flaming sphere, fog cloud, Lesser restoration;
- 3rd–call lightning, greater magic fang, poison, protection from energy, sleet storm;
- 4th–blight, control water, flame strike, ice storm;
- 5th–death ward, Insect Plague, stoneskin;
- 6th–find the path, greater dispel magic, summon nature’s ally VI;
- 7th–creeping doom, heal.
Spell-Like Abilities: At will — control winds (DC 23);
- 3/day — entangle (DC 19), plant growth, quench (DC 21), quickened lightning bolt (DC 21);
- 2/day — call lightning (DC 21), create food and water, Summon Monster V (water elementals only);
- 1/day — control weather, wind walk.
Caster level 15th. The save DCs are Charisma-based.
Water breathing (Ex): A rain linnorm can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Skills: A rain linnorm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action when swimming, provided it swims in a straight line.
Originally appeared in Dragon #183 (1992) and MCA1.