Draconic Perception.
Big Linda’s draconic prowes grant her advantage on Wisdom (Perception) checks that rely on sight.
Flaming Gaze.
Her eyes blaze with otherworldly fire. Any creature that starts its turn within 10 feet of Big Linda must succeed on a DC 17 Wisdom saving throw or be blinded until the start of its next turn.
Corrupted Aura.
A seething aura of necrotic energy radiates from her. At the start of each enemy’s turn that is within 15 feet, it takes 5 (1d10) necrotic damage as cursed magic seeps forth.
Regeneration.
Big Linda regains 10 hit points at the start of her turn if she has at least 1 hit point remaining.
Spiked Carapace.
Her body is covered with vicious, lethal spikes. Any creature that grapples her or is hit by a melee attack from her is dealt 7 (2d6) piercing damage as the spines tear into them
Actions Description
Multiattack.
Big Linda makes three attacks: one with her crushing Bite and two with her Tentacle.
Crushing Bite.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 28 (4d10 + 8) piercing damage plus 7 (2d6) fire damage.
Tentacle.
Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Hit: 21 (3d8 + 8) bludgeoning damage, and the target is grappled (escape DC 17). Until the grapple ends, the target is restrained.
Terrifying Roar (Recharge 5–6).
Big Linda unleashes an ear-splitting roar. Every creature within 30 feet that can hear her must succeed on a DC 17 Constitution saving throw or be stunned until the end of its next turn.
Flaming Snap.
Big Linda makes a quick bite attack with one of her heads.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 14 (2d10 + 8) piercing damage plus 3 (1d6) fire damage.
Corrupted Surge (Recharge 5–6).
Big Linda channels the cursed energy within her. She regains 10 hit points and emits a pulse of necrotic energy. Each creature within 10 feet must succeed on a DC 17 Constitution saving throw or take 7 (2d6) necrotic damage.
Reactions Description
Spiked Counter.
When a creature within 5 feet of Big Linda hits her with a melee attack, she can use her reaction to lash out with her spiked carapace.
Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 8) piercing damage.
Tail Swipe.
When a creature moves into Big Linda’s reach, she can use her reaction to whip her tail at them.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 18 (3d6 + 8) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone.
Corrupted Form Reactions
Dual Heads' Wrath.
When Big Linda is targeted by a spell or ranged attack, one of her heads can use its reaction to make a Two-Headed Bite attack against a creature within range.
Corrupted Pulse.
When Big Linda takes damage, she can release a burst of necrotic energy. Each creature within 10 feet must succeed on a DC 17 Constitution saving throw or take 10 (3d6) necrotic damage..
Tentacle Slam.
Big Linda lashes out with one of her massive tentacles, striking with devastating force.
Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Hit: 23 (3d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Spiked Burst.
Big Linda flexes her spiked carapace, sending shards of jagged spikes flying in all directions.
Each creature within 10 feet must succeed on a DC 17 Dexterity saving throw or take 14 (2d8 + 8) piercing damage. Creatures that fail the saving throw are also pushed 5 feet away from her.
Player Abilities – Learned from Big Linda
1. Abyssal Resilience (Enduring Defiance).
- Rank I (Lvl 4): Resistance to necrotic damage.
- Rank II (Lvl 9): +1 AC while Big Linda is summoned.
- Rank III (Lvl 12): Critical hits against you restore normal hit points.
Train by surviving three encounters while at or below 25% HP with Linda alive.
2. Crushing Reversal (Reality’s Counter).
- Rank I (Lvl 4): Reaction after being hit. Deal 1d10 + STR damage.
- Rank II (Lvl 9): +10 damage if Big Linda is present.
Train through perfect countering and defending enemies while wounded.
3. Blood Vow (Mark of the Prey).
- Rank I (Lvl 4): +2d6 necrotic damage on first hit per round vs marked creatures.
- Rank II (Lvl 9): Staying marked charges restores Beast Mark regeneration.
Train by stalking and slaying a high CR marked target after an extended hunt.
4. Terrifying Presence (Roar of Dread).
- Rank I (Lvl 4): Frighten creatures. DC 17 Wisdom save.
- Rank II (Lvl 9): Frightened creatures have disadvantage if bloodied.
Train by leading Big Linda into battle where at least two creatures flee.
5. Linda’s Grasp (Gripping Bind).
- Rank I (Lvl 7): After melee hit, attempt grapple with advantage.
- Rank II (Lvl 10): Grappled targets take 1d6 damage at turn start.
- Rank III (Lvl 13): Allies gain advantage on attacks vs grappled targets.
Train by restraining three enemies in one encounter without being dislodged.
6. Flesh Memory (Myoforge).
- Rank I (Lvl 10): Know when enemies fall below 50% HP.
- Rank II (Lvl 11): Trauma Echo – learn last target’s pain (+2 to that creature).
- Rank III (Lvl 14): Dreaded Vision.
- As an action, deal 20 (3d8) psychic damage to a creature within 60 feet.
- If this kills a creature, roll DC 17 Charisma save. On success, absorb the memory of a creature whose regret mirrors your own.
Train by absorbing the memory of a creature whose regret mirrors your own.
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Big Linda – Companion Abilities
1. Abyssal Maw Slam.
- Rank I (Lvl 9): DC 16, 5d10 + 8 bludgeoning.
- Rank II (Lvl 13): On DC fail, throw 10 ft and knock prone.
2. Blood Frenzy.
- Base: Attack wounded foes.
- Rank I (Lvl 8): Bonus +2 damage.
- Rank II (Lvl 12): On kill, regain 10 HP.
3. Abyssal Roar.
- Base: Frightens all within 10 ft (DC 18 WIS, once per summon).
- Rank II (Lvl 10): Targets have disadvantage on saves.
- Rank III (Lvl 15): Recharges on a roll of each round.
4. Titanic Charge.
- Unlock (Lvl 9): 30 ft line, 5d12 + 10 bludgeoning, DC 20 Strength or knock prone.
- Rank II (Lvl 11): Failing target is also stunned.
Train by breaking through magical barriers or steep terrain.
5. Regeneration.
- Base: Regains 20 HP/turn unless hit by radiant.
- Rank I (Lvl 10): Heals +40 HP/turn below 50% HP.
Mythic Actions (corupted version only)
When Big Linda is reduced to 0 hit points for the first time, she doesn’t die. Instead, she regains 150 hit points and gains the following additional traits:
- Empowered Corruption. Her Corrupted Aura now deals 15 (4d6) necrotic damage, and creatures within 15 feet have disadvantage on saving throws against her abilities.
- Mythic Roar (Recharge 5–6). Big Linda unleashes a devastating roar. Each creature within 60 feet must succeed on a DC 18 Constitution saving throw or take 20 (6d6) thunder damage and be stunned until the end of its next turn.
. Abyssal Dominance (Mythic Resilience)
- Effect:
- Gain immunity to necrotic damage.
- Once per long rest, when reduced to 0 HP, you can instead drop to 1 HP and regain 50 temporary hit points.
- Training Requirement:
- Defeat Big Linda in her lair while surviving at least three rounds at or below 25% HP.
- Reasoning:
This ability represents the ultimate resilience gained from mastering Big Linda’s abyssal energy. The player must prove their endurance and ability to survive under extreme pressure to earn this power.
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2. Eldritch Grasp (Mythic Bind)
- Effect:
- As an action, summon spectral tentacles in a 20-foot radius centered on you. Each creature of your choice in the area must succeed on a DC 18 Strength saving throw or be restrained for 1 minute.
- Restrained creatures take 10 (3d6) necrotic damage at the start of their turns.
- You can use this ability once per short rest.
- Training Requirement:
- Defeat Big Linda in her lair while successfully grappling or restraining her for at least two rounds.
- Reasoning:
This ability reflects the player’s mastery of Big Linda’s binding power, turning her signature tentacle attacks into a devastating mythic ability. The player must demonstrate their control over her strength to unlock this power.
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3. Devouring Maw (Mythic Hunger)
- Effect:
- As a bonus action, you can mark a creature within 30 feet as prey. For the next minute:
- Your attacks against the marked creature deal an additional 4d6 necrotic damage.
- If the marked creature dies, you regain hit points equal to half its maximum HP.
- You can use this ability once per long rest.
- Training Requirement:
- Defeat Big Linda in her lair by landing the final blow while she is bloodied (below 50% HP).
- Reasoning:
This ability reflects the player’s mastery of Big Linda’s predatory instincts, granting them the power to hunt and consume their enemies’ strength. The player must prove their ability to dominate and finish a powerful foe to earn this ability
Description
Big Linda is a towering, two-headed monstrosity born of corrupted magic and primal fury. Her massive, spiked carapace gleams with infernal energy, and glowing purple fissures run across her heads, pulsing with cursed power. Each head acts with eerie coordination, their blazing eyes searing into the souls of those who dare to face her.
Her presence is overwhelming, radiating an aura of necrotic energy that withers the weak and emboldens her wrath. The spikes along her body are not merely for show—they tear into anyone foolish enough to get close. Her roar echoes like a death knell, stunning even the bravest warriors.
Legends say Big Linda was once a guardian of balance, but a failed ritual shattered her mind and body, twisting her into a vessel of destruction. Now, she prowls the cursed lands, a living nightmare that leaves ruin in her wake.
Lair and Lair Actions
Regional EffectsLair Actions
On initiative count 20 (losing initiative ties), Big Linda takes a lair action to produce one of the following effects—each reflecting the inner turmoil present in Lae'zel and lunaris. She can’t use the same effect two rounds in a row:
- Corrupted Ground.
The very fabric of the abyssal plane within Lae'zel and lunaris shifts as cursed energy surges. Each creature of Big Linda’s choice in the area must succeed on a DC 18 Dexterity saving throw or take 14 (4d6) necrotic damage and have its speed halved until the end of its next turn.
- Eldritch Spikes.
Jagged spikes of manifest corruption burst from the inner terrain. Within a 30-foot radius, each creature must succeed on a DC 18 Dexterity saving throw or take 10 (3d6) piercing damage and be pushed 10 feet away, as the barriers within their souls are violently forced aside.
- Blinding Surge.
In a blaze of bright purple energy, Big Linda’s influence forces a surge of blinding light inside. Each creature within 30 feet must succeed on a DC 18 Constitution saving throw or be blinded until the end of its next turn—a trial that mirrors the inner revelation required to master beast bond abilities.
Lair Description
Big Linda’s lair is no ordinary cursed domain—it is an abyssal plane residing within Lae'zel and lunaris. This inner realm is a vast, shifting expanse of opalescent, whitish-green energy, crisscrossed by glowing purple fissures that pulse with her corrupt might. Here, every jagged peak and writhing tendril of cursed earth reflects the perpetual struggle within the bonded souls of her champions.
In this intimate setting, Lae'zel and lunaris must confront their inner demons. Their ability to master new beast bond powers is forged in the heat of battle against Big Linda’s internal manifestation—a trial. Only by surviving this internal war can they unlock deeper, more potent aspects of their bond, forever intertwining their destiny with Big Linda’s eldritch spirit.
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