Linnorm Midgard

This great, wingless serpent may be as immortal as its sire. It is covered with blue, green, and silver scales that glisten like opals. Its jaws stretch 50 feet wide and twice as long. Despite its malicious nature, it consideres combat beneath it and prefers to meddle in the affairs of other creatures through its magic.

Originally Posted by

Boz of the En World forums.

On this Thread

Linnorm, Midgard Linnorm
Colossal Dragon (Water)
Hit Dice 50d12+400
(725 hp)
Initiative +4
Speed 50 ft
(10 squares), Swim 100 ft
Armor Class 51 (-8
size, +49 natural), touch 2, flat-footed 51
Base Attack/Grapple +50/+79
Attack Bite
+56 melee (8d6+13/19-20) or tail slap +55 melee (4d8+19)
Full Attack Bite +56
melee (8d6+13/19-20) and 2 claws +53 melee (4d8+6) and tail slap +53 melee
(4d8+19)
Space/Reach 30 ft/20
ft (30 ft with bite)
Special Attacks Breath
weapon, constrict 4d8+19, improved grab, spell-like abilities, spells
Special Qualities Blindsense
60 ft, damage reduction 15/epic and cold
iron
, immune to disease, Paralysis,
and sleep effects, immunity to cold, keen senses, Spell
Resistance
51, telepathy
120 ft
Saves Fort +35
Ref +29 Will +35
Abilities Strength 36,
Dexterity 10, Constitution 26, Intelligence 23, Wisdom 26, Charisma 28
Skills Balance
+2, Bluff +62, Concentration +61, Diplomacy
+66, Disguise +9 (+11 acting), Intimidate +64, Jump +23, Knowledge (Arcana)
+59, Knowledge
(Geography) +59, Knowledge
(history) +59, Knowledge (nature)
+61, Knowledge
(religion) +59, Listen +61, Search +59, Sense
Motive
+61,
Spellcraft +61 (+63 scrolls), Spot +61, Survival +61 (+63 following tracks,
+63 avoid getting lost, +63 aboveground), Swim +74, Tumble +53, Use
Magic Device
+62 (+64 scrolls)
Feats Ability
Focus
(breath weapon), Awesome
Blow
, Blind-Fight, Cleave, Great Cleave,
Improved Bull
Rush
, Improved
Critical
(bite),
Improved Initiative, Improved
Overrun
, lightning
reflexes
, Multiattack, Power
Attack
, Snatch, Weapon Focus
(bite)
Epic Feats Devastating Critical (bite), Overwhelming
Critical
(bite), Superior
Initiative
Environment Any aquatic
Organization Solitary
Challenge
Rating
37
Treasure 10% coins;
double goods; triple items
Alignment Always
lawful evil
Advancement
Level
Adjustment

This immense, wingless
dragon has massive blue, green and silver scales that glisten like opals, the
shifting colors mimicking a stream of running water when the dragon moves. Its
mouth is filled with a double row of pale-blue teeth, and its jaw seems to stretch
wide enough to swallow a small whale. Its perfectly round, emerald-green eyes
appear to have no lids or pupil and reflect light like mirrors. Its hornless
head is topped with a ridge of coarse midnight blue hair that looks like a horse’s
mane, which extends partway down its massive neck where it becomes a lighter
blue spinal ruff that runs to the tip of its barbed tail. The rear legs are
short and stumpy, and look too weak to support the dragon’s bulk, while
its front legs are longer and end in razor-sharp claws.

The Midgard linnorm may
be the only offspring of Jormungandr, the Midgard Serpent. This most magnificent
of the linnorms rivals the strongest of dragons in power, and may be as immortal
as its sire. Those that have seen the Midgard linnorm and lived to tell the
tale said that it was so long they could not see the end of it.

The Midgard linnorm lives
alone in the deepest parts of the bottom of the ocean, spending most of its
time there. This serpent is solitary, considering the company of others inconsequential,
though it does employ other creatures as guards to do its dirty work. The linnorm
considers all of the sea floor to be its domain, and will dispatch any creature
that tries to claim territory there. All other linnorms bow to the Midgard linnorm,
and would never dare to challenge it.

The Midgard linnorm’s
lair is an underwater sea cave, so deep beneath the water’s surface that
no light filters down. This lair is guarded by four powerful, venerable sea
linnorms. The dragon’s wealth is stored in the deepest chambers. The linnorm
does not favor coins and gems, but keeps and makes use of magical treasure.
The linnorm also likes artistic items purloined from the surface world such
as decorative prows of ships, statues from villages, large shields, and other
trinkets.

The Midgard linnorm can
speak Draconic and Abyssal, and can communicate with other creatures telepathically.

The Midgard linnorm is
500 feet in length, and weighs 10,000 tons.

COMBAT

The Midgard linnorm may
be malicious, but it considers itself above physical confrontation. It much
prefers to meddle in the affairs of other linnorms and sentient creatures through
its magic, maintain its control secretly. When combat is necessary, the dragon
relies on its minions to fight for it, but if a confrontation is unavoidable
the Midgard linnorm will bring the full might of its breath weapons and spell-like
abilities to bear on the targets before using its melee weapons.

Breath Weapon (Su):
The Midgard linnorm has three types of breath weapon: a line of boiling
water, a cone of dust, and a cone of wind. It may use any breath weapon once
every 1d4 rounds. All three breath weapons function normally underwater. The
save DCs are Constitution-based.

The spray of boiling water
is a 200-foot line that deals 20d20 points of fire damage (Reflex DC 45 half).
Additionally, the creature must succeed on a DC 45 Strength check or be pushed
back 100 feet (as if bull rushed). Air breathing creatures with less than 7
Hit Dice must succeed on a DC 45 Constitution check, or their lungs fill with
water and they begin drowning immediately, and are treated as if beneath water
in terms of being able to breathe. Creatures that fail the Constitution check
may attempt a new check every round to cough the water out.

The cloud of dust is a
200-foot cone that deals 16d20 points of damage (Reflex DC 45 half) and causes
living creatures to fall into fits of sneezing and coughing. Additionally, living
creatures in the area must succeed on a DC 45 Fortitude save or take 2d6 points
of Constitution damage immediately. In addition, those failing a second DC 45
Fortitude save 1 minute later are dealt 1d6 points of Constitution damage. Those
who succeed on either saving throw are nonetheless disabled by choking (treat
as stunned) for 5d4 rounds.

The third breath weapon
is a 200-foot cone of wind that deals 12d20 points of damage (Reflex DC 45 half).
Additionally, the creature must succeed on a DC 45 Strength check or succumb
to the tornado-force wind, causing Large or smaller creatures to be blown 200
feet away, Huge creatures to be knocked down, and Gargantuan or Colossal creatures
to be checked

Constrict (Ex):
The Midgard linnorm deals automatic tail slap damage with a successful grapple
check.

Crush (Ex): When jumping,
the Midgard 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 Midgard linnorm’s body. Each creature
in the affected area must succeed on a DC 43 Reflex save or be pinned, automatically
taking 8d6+13 points of bludgeoning damage. The save DC is Constitution-based.
Thereafter, if the Midgard linnorm chooses to maintain the pin, treat it as
a normal grapple attack. While pinned, the opponent takes crush damage each
round.

Improved Grab (Ex):
To use this ability, the Midgard linnorm must hit with its tail slap attack.
It can then attempt to start a grapple as a free action without provoking an
attack of opportunity. If it wins the grapple check, it establishes a hold and
can constrict.

Spell-Like Abilities:
At will – Create Water, detect thoughts (DC 21), protection
from energy
,
water
breathing
;

1/day – Acid
Fog
, arcane eye, Charm
Person
(DC 20), charm monster
(DC 23), control water, fog
cloud
, greater invisibility,
greater teleport (DC 26), hypnotic
pattern
(DC 21), power word blind,
power word stun, see
invisibility
, shapechange, solid fog,
telekinesis (DC 24), veil
(DC 25), wall of ice (DC 23), whispering
wind
.

Caster level 14th. The
save DCs are Charisma-based.

Tail Sweep (Ex):
The Midgard linnorm can sweep with its tail as a standard action. The sweep
affects creatures four or more size categories smaller than the linnorm within
a 20-foot-radius half-circle centered on the linnorm’s rear. Each affected creature
that fails a Reflex save (DC 43 half) takes 4d6+19 points of damage. The save
DC is Constitution-based.

Keen Senses (Ex): The
Midgard linnorm sees four times as well as a human in low-light conditions and
twice as well in normal light. It also has Darkvision with a range of 120 feet.

Skills: The Midgard
linnorm has a +8 racial bonus on any Swim check to perform some special action
or avoid a hazard. It can always choose to take 10 on a Swim check, even if
distracted or endangered. It can use the run action while swimming, provided
it swims in a straight line.

Originally found in
Dragon Magazine #183 (“The Vikings’ Dragons,” July 1992, Jean
Rabe), and Monstrous Compendium Annual One (1994)

 

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