Dungeons & Dragons 3e

Linnorm, Land


Dragon (Earth)
Climate/Terrain:
Temperate and warm lands
Organization: Wyrmling or very young: solitary or clutch (2-5); young, juvenile, young adult: solitary; adult, mature adult, old, very old, or ancient: solitary, or family (1-2 and 2-5 offspring); wyrm or great wyrm: solitary.
Challenge Rating: Wyrmling 2; very young 3; young 3; juvenile 7; young adult 10; adult 12; mature adult 15; very old 17; ancient 20; wyrm 21; great wyrm 23
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: Wyrmling 6-7 HD (Large); very young 9-10 HD (Large); young 12-13 HD (Huge); juvenile 15-16 (Huge); young adult 18-19 (Huge); adult 21-22 HD (Gargantuan); mature adult 24-25 HD (Gargantuan); old 27-28 HD (Gargantuan); very old 30-31 HD (Gargantuan); ancient 33-34 HD (Colossal); wyrm 36-27 HD (Colossal); great wyrm 39-40 HD (Colossal).

Land linnorms are wingless dragons. They have a strong dislike for humanoids, primarily because they gather the treasure that the land linnorms covet; they have been known to capture humans and humanoids, often using their magic, and force them to reveal the whereabouts of treasure hordes. They are solitary creatures, coming together only to mate and separating after the young pass the wyrmling stage. They will occasionally join forces to take down a very powerful foe, but will immediately split up again after the spoils are divided.

As wyrmlings, land linnorms have small green scales that glisten like gemstones. As they age, their scales grow, lose their luster, and begin to change color at the linnorm’s whim, changing from green to brown to gray. They have thin, hair-like spinal ridges and drooping ears.

Land linnorms live in hilly terrain near human settlements, usually lairing in caves, often one that they carved themselves using their stone shape ability. They can eat anything, including rock, but prefer flesh.

COMBAT
Land linnorms are usually cautious and will size up their opponents before taking them on, sometimes following them for days, often in human or animal form. They will only use physical attacks if they feel certain of victory, and they will abandon targets that appear too difficult.

Breath Weapon (Su): Land linnorms have a single breath weapon that has a duel effect. The weapon is a cone of searing heat. The heat also fatigues the victim severely; even if the target’s save is successful, the blast deals 1d8 temporary Strength damage.

Spell-like Abilities: 3/day—invisibility, dig, polymorph self, stone shape, conjure earth elemental, and earthquake. 1/day—transmute rock to mud and transmute mud to rock.

 

Land Linnorms by Age

Age Size Hit Dice (hp) AC Attack Bonus Fort Save Ref Save Will Save Breath Weapon (DC) Fear DC SR
Wyrmling M 5d12+5 (35) 18 (+8 natural) +6 +5 +4 +3 1d12 (13) --- 17
Very young L 8d12+16 (64) 20 (-1 size, +11 natural) +9 +7 +6 +6 3d12 (16) --- 19
Young L 11d12+33 (99) 22 (-1 size, +13 natural) +13 +10 +7 +7 5d12 (17) --- 21
Juvenile H 14d12+56 (140) 25 (-2 size, +16 natural) +16 +12 +9 +9 7d12 (20) --- 22
Young adult H 17d12+85 (187) 27 (-2 size, +18 natural) +21 +15 +10 +11 9d12 (22) 20 23
Adult H 20d12+120 (240) 30 (-2 size, +22 natural) +26 +18 +12 +13 11d12 (25) 23 24
Mature adult G 23d12+138 (276) 33 (-4 size, +27 natural) +28 +19 +13 +15 13d12 (26) 24 25
Old G 26d12+156 (312) 36 (-4 size, +30 natural) +32 +21 +15 +18 15d12 (29) 27 26
Very old G 29d12+174 (348) 37 (-4 size, +31 natural) +36 +22 +16 +19 17d12 (30) 28 28
Ancient G 32d12+224 (416) 40 (-4 size, +34 natural) +40 +35 +18 +22 19d12 (33) 31 30
Wyrm C 35d12+280 (490) 43 (-8 size, +41 natural) +42 +38 +20 +24 21d12 (35) 32 32
Great wyrm C 38d12+304 (532) 47 (-8 size, +45 natural) +44 +39 +21 +26 23d12 (37) 35 34

 

Land Linnorm Abilities by Age

Age Speed Str Dex Con Int Wis Cha Special Abilities Caster Level
Wyrmling 50 ft., swim 30 ft., burrow 30 ft. 13 10 13 10 9 10 Transmute rock to mud, transmute mud to rock ---
Very young 50 ft., swim 30 ft., burrow 30 ft. 15 10 15 10 10 10 --- 1st
Young 50 ft., swim 30 ft., burrow 30 ft. 17 10 17 12 11 12 Invisibility 2nd
Juvenile 50 ft., swim 30 ft., burrow 30 ft. 19 10 19 14 11 14 --- 3rd
Young adult 50 ft., swim 30 ft., burrow 30 ft. 23 10 21 14 13 14 Dig, damage reduction 5/+1 4th
Adult 50 ft., swim 30 ft., burrow 30 ft. 27 10 23 16 15 16 --- 5th
Mature adult 50 ft., swim 30 ft., burrow 30 ft. 29 10 23 16 15 16 Polymorph self, damage reduction 10/+1 6th
Old 50 ft., swim 30 ft., burrow 30 ft. 31 10 23 18 17 18 --- 7th
Very old 50 ft., swim 30 ft., burrow 30 ft. 33 10 23 18 17 18 Stone shape, damage reduction 15/+2 8th
Ancient 50 ft., swim 30 ft., burrow 30 ft. 35 10 25 20 19 20 --- 9th
Wyrm 50 ft., swim 30 ft., burrow 30 ft. 37 10 27 20 19 20 Conjure earth elemental, damage reduction 20/+2 10th
Great wyrm 50 ft., swim 30 ft., burrow 30 ft. 39 10 27 20 21 20 Earthquake 11th

 

From the Monstrous Compendium Annual vol 1

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