| Mod | Save | ||
|---|---|---|---|
| STR | 21 | +5 | +9 |
| DEX | 12 | +1 | +1 |
| CON | 21 | +5 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 16 | +3 | +3 |
| CHA | 13 | +1 | +1 |
Amphibious. The lindworm can breathe air and water.
Slithering Doom. At the start of its turn, any plant or creature within 5 feet of the lindworm must make a Constitution saving throw: DC 15. Failure: 7 (2d6) Poison damage.
Reforming Body. At the start of its turn, if the lindworm has not taken Slashing or Piercing damage since its last turn it regains 5 (1d10) Hit Points. This effect only functions when the lindworm's body is intact.
Legendary Resistance (3/Day, or 4/Day in Lair). If the lindworm fails a saving throw, it can choose to succeed instead.
Multiattack. The lindworm makes 1 Bite attack, 1 Claw attack and uses Coil.
Bite. Melee Attack Roll: +9 to hit, reach 10ft. Hit: 9 (1d8 +5) Piercing damage plus 7 (2d6) Acid damage.
Claw. Melee Attack Roll: +9 to hit, reach 5ft. Hit: 12 (2d6+5) Slashing damage.
Coil. Strength Saving Throw: DC 17, one Large or smaller creature the lindworm can see within 10 feet. Failure: 18 (3d8 +5) Bludgeoning damage, and the target has the Grappled condition (escape DC 17). The lindworm may grapple up to 3 creatures in this way.
Acid Breath (Recharge 5–6). Constitution Saving Throw: DC 17, each creature in a 60-foot Cone. Failure: 45 (13d6) Acid damage. Success: Half damage.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn , the lindworm can expend a use to take one of the following actions. The lindworm regains all expended uses at the start of each its turns.
Re-coil. The lindworm retreats into its coils. Until the start of the lindworm's next turn, attacks against it are made at disadvantage. However, the lindworm cannot take take any actions or reactions until the start of its next turn.
Crush. Strength Saving Throw: DC 17, one creature currently affected by the lindworm's Coil. Failure: 9 (2d8) Bludgeoning damage.
Lunge. The lindworm moves up to half its Speed, and it makes one Bite attack.
Description
Cousins of the mighty dragons, lindworms are wretched beings forced to drag themselves along the ground with two foreclaws. Often a product of curses, they exude an awful miasma that rots away organic matter nearby. Therefore, their serpentine trails are often bare behind them, and they are commonly found wrapped around rocky, bare terrain, coiled in anticipation of their next victim.
Lair and Lair Actions
The constant coiling and uncoiling of the lindworm leaves scars on the environment it calls its lair. Impossible standing rock formations, great depressions in the earth, and rocks stripped of moss and lichen. Little grows well in the lair of a lindworm, and what will grow is twisted and gnarled.
The region containing a lindworm’s lair is warped by its presence, which creates one or more of the following effects:
- Cursed Land. Wounds fester and linger within 1 mile of the lair. Hit Dice rolled in this region have their values halved
- Murky Water. All natural water sources within 1 mile of the lair are clouded and darkened, causing them to be areas of heavy obscurement. In addition, any creature who drinks from an affected water source must succeed on a DC 15 Constitution save or be poisoned for 1 hour.
If the lindworm dies, these effects fade over the course of 2d4 days.







-
View User Profile
-
Send Message
Posted Apr 27, 2025Just watched the video on this, it’s very cool and I’ll definitely “torture” my players with it.
-
View User Profile
-
Send Message
Posted Aug 23, 2025Ummm - it should have 172hp by my calculations. nice monster though. I also wonder whether the Regeneration should be higher - at these levels 5hp/round is trivial, and something scary would be higher...alongside describing the the players how the squirmy critter is regenerating right in front of them...