Gargantuan Dragon, Chaotic Evil
Armor Class 20 natural armor
Hit Points 210 (12d20 + 84)
Speed 40 ft., Fly 100 ft., Swim 60 ft.
STR
30 (+10)
DEX
18 (+4)
CON
24 (+7)
INT
5 (-3)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws DEX +9, CON +12, WIS +9
Skills Acrobatics +9, Athletics +20, Perception +14
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Paralyzed, Poisoned, Unconscious
Senses Blindsight 30 ft., Darkvision 120 ft., Truesight, Passive Perception 24
Languages Deep Speech, Draconic, Primordial, Sylvan
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

Death Curse of Fire. When the linnorm dies, the creature that dealt the killing blow must make a DC 20 Wisdom saving throw. On a failed save, they gain vulnerability to fire damage even when wearing an item or when under a spell that gives immunity or removes vulnerability from fire damage. The curse can only be removed by a greater restoration or similar spell only after succeeding on a DC 20 check using the caster's spellcasting ability. If they fail, they cannot try again until 1 day.

Freedom of Movement. The linnorm's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the linnorm's speed nor cause it to be paralyzed or restrained. The linnorm can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Being underwater imposes no penalties on the linnorm's movement or attacks.

Keen Smell. The linnorm, crag has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The linnorm regains 10 hit points at the start of its turn. If the linnorm takes damage from a cold iron weapon, this trait doesn't function at the start of the linnorm's next turn. The linnorm dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The linnorm makes four attacks: one with its bite and two with its claws and one with its tail.

Bite. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 10) piercing damage, and the target must succeed on a DC 20 Constitution saving throw or take 6 (2d6) fire damage and become poisoned for 1 hour.

Claws. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) slashing damage

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage. The target is grappled (escape DC 23) if the linnorm isn’t already constricting a creature, and the target is restrained until the grapple ends.

Breath Weapons (Recharge 5-6). The linnorm uses one of the following breath weapons.

Magma Breath. The linnorm exhales magma in a 90-foot line that is 5-feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 67 (15d8) fire damage on a failed save, or half as much damage on a successful one. The line lingers until the start of the dragon's next turn. Any creature that enters its space or ends its turn on it must make a DC 16 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. The linnorm can only use this action while on the ground.

Firewall Breath. The linnorm exhales a 90-foot wall of fire measuring 60 feet high that lasts until the end of the dragon's next turn. If any creature walks through the wall of fire, they must make a DC 19 Dexterity saving throw, taking 21 (6d6) damage on a failed save, or half as much damage on a successful one. The linnorm can only use this action while in the air.

 

Legendary Actions

The linnorm 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 linnorm regains spent legendary actions at the start of its turn.

 Dash. The linnorm moves 20 ft. towards a creature without triggering attacks of opportunity.

Tail Attack. The linnorm makes a tail attack.

Bite.The linnorm makes a bite attack.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the linnorm takes a lair action to cause one of the following effects; the linnorm can’t use the same effect two rounds in a row:

  • Part of the ceiling collapses above one creature that the linnorm can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
  • The ground shakes as a 30-foot radius circle originating from a point the linnorm can see within 120 feet shakes violently. Any creature standing within the circle must make a DC 15 Dexterity saving throw or be knocked prone.
  • At a 5-foot square the linnorm can see within 120 feet, the ground bursts as a spray of magma comes out. Any creature within 10 feet of the spray, must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save or half as much damage on a successful one. Any creature caught in the center of the burst must instead make a DC 18 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save or half on a successful one.

 

Previous Versions

Name Date Modified Views Adds Version Actions
1/3/2021 9:05:12 AM
8
2
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Coming Soon

Habitat: Mountain

Winters

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