Hit Points 60 (+60 per character)
Rejuvenation. If Bigger Linda is destroyed, she regains all her hit points if her corpse is left within an area of the Deep Haze for 1 hour.
Regeneration. When Bigger Linda begins her turn in an area of the Deep Haze, she regains 20 hit points. Bigger Linda dies only if she starts her turn with 0 hit points and doesn’t regenerate.
Haze Aura. Any creature who starts its turn within 30 feet of Bigger Linda takes 14 (4d6) necrotic damage and must succeed on a DC 22 Constitution saving throw or gain one level of contamination.
Siege Monster. Big Linda deals double damage to objects and structures.
Immutable Form. Big Linda is immune to any spell or effect that would alter its form.
Epic Actions: An epic boss always takes its turn on initiative count 20. On its turn, Bigger Linda can use its movement and interaction as normal. However, it does not take an action or bonus action on its turn unless forced to do so by a spell or other effect. Instead, Bigger Linda takes one of the following epic actions at the end of each player character’s turn:
Breathe Deep. Bigger Linda’s breath weapon recharges. Bigger Linda can only take this Epic Action if it’s the first Epic Action she uses this round. After using this Epic Action, Bigger Linda can’t take her Bite Epic Action until the start of the next round.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 35 (4d12 + 9) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 24). Until this grapple ends, the target is restrained, and Bigger Linda can't bite another target.
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage and the target must make a Strength saving throw DC 22. On a failed save, the target is pushed back 20 feet and knocked prone.
Stomp. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 9) bludgeoning damage, and the target must make a DC 22 Constitution saving throw. On a failed save, the target is staggered (save ends).
Breath Weapon (special recharge). Bigger Linda blasts contaminated energy in a 60 foot long, 5-foot-wide line from her mouth. Each creature in that line of fire must succeed on a DC 22 Dexterity saving throw, taking 32 (7d8) necrotic damage, and 32 (7d8) ) force damage on a failed save, or half as much damage on a successful one. In addition, creatures that fail their saving throw gain 1 level of contamination.
Trampling Rampage (recharges when bloodied). Bigger Linda moves up to her speed in a straight line, making one Stomp attack against each Large or smaller creature she moves past.
Teleport (1/ round). Bigger Linda teleports up to 120 feet to an unoccupied space she can see within the Deep Haze.
Description
Alpha Playtest 2 for Monsters of Drakkenheim: Horrors of Drakkenheim
“Big Linda has proven well worth the lives I spent to capture her. She is the prize champion of my fighting pit, and a loyal friend. I am very much excited for you to meet her. Also, before you ask, yes she bites”
- The Queen of Thieves
Thundering through the streets of Drakkenheim with a crash, the infamous pet of the Queen of Thieves has mutated and enlarged to unfathomable proportions. The haze swirls around it, and octarine energy pulsing in its sunken eye sockets. The broken hafts of weapons and old arrows embedded into its scales, stuck deeply between the regenerated flesh. pale lizard has grown in size, Its spined back is illuminated by webs of glowing octarine veins, its wide snout filled with jagged teeth and as it opens its maw wide, the building contaminated energy at the back of its throat begins to glow.
Tactics
In combat, Bigger Linda first focuses their attacks on whichever target looks physically the weakest. They have learned to hate spellcasters, for their former master was not gentle when "training" Bigger Linda. If she hears or sees the verbal or somatic components of a spell, she will instead focus her ire on the spell's caster. If subjected to a debilitating effect, or if there is an annoying concentration spell active, she can use her Indomitable Roar legendary action to try to break the concentration of the spellcaster. Otherwise, she uses 1 Tail Attack or Charge and 1 Deep Breath per round.
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