Tarn Linnorm

Tarn linnorms are the largest confirmed example of these primordial dragons. Absolutely massive, clocking in at a full length of up to 120 feet and with two heads to double the possible devastation, it’s hard to imagine a greater threat. Few have ever been encountered, as they’re content to spend centuries at a time sleeping in hidden corners of the world, but legends of a great two headed dragon breathing toxic acid devouring an entire isolated civilization have been floating about for some time. Were they started from survivors of a tarn linnorm’s destructive rampage, or just a creative exercise from someone trying to process and understand how such a creature could possibly exist?

Ancient legends speak of an even greater linnorm, the father of the species, but if it exists it has gone unnoticed for thousands of years and is likely long dead. Hopefully. Who knows what kind of curse such a creature could lay upon its killer?

Originally from the Pathfinder Bestiary.

5th Edition

Tarn Linnorm
Gargantuan dragon, chaotic evil
Armor Class 21 (natural armor)
Hit Points 280 (16d20 + 112)
Speed 20 ft., fly 50 ft., swim 40 ft.
Str 29 (+9) Dex 16 (+3) Con 25 (+7) Int 7 (-2) Wis 23 (+6) Cha 25 (+7)
Skills Perception +18
Damage Immunities acid, poison
Damage Resistances bludgeoning, piercing and slashing damage from nonmagical attacks not made with cold iron weapons
Condition Immunities grappled, paralyzed, petrified, poisoned, restrained
Senses truesight 120 ft., passive Perception 28
Languages Deep Speech, Draconic, Primordial
Challenge 22 (41000 XP)
Death Curse. A creature that kills the linnorm must succeed on a DC 21 Charisma saving throw or be affected by a curse of death. The cursed target can’t regain hit points. The curse lasts until removed with remove curse or similar magic. If a creature attempts to remove the curse with a spell other than wish, the caster must succeed on a DC 19 ability check using its spellcasting ability score. On a failure, the curse is not removed.
Legendary Resistances (3/Day). If the linnorm fails a saving throw, it can choose to succeed instead.
Regeneration. The linnorm regains 20 hit points at the start of its turn. If the linnorm takes damage from a weapon made of cold iron, this trait doesn’t function at the start of the linnorm’s next turn.
Two Heads. The linnorm has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. The linnorm is also immune to being flanked. The linnorm acts twice during in itiative; once at the initiative it rolls, and once at that count -10. If that number would be negative, it instead takes its second turn per round at its initiative +10, starting on the second turn. It cannot delay its turns. The linnorm can use one reaction between each of its turns, and its legendary actions recharge at the start of each of its turns. Each of its heads has its own Breath Weapon, which recharges separately.
Actions
Multiattack (1/Round).
The linnorm makes three attacks: one with its Bite and two with its Claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 25 (3d10+9) piercing damage and the target must succeed on a DC 22 Constitution saving throw or take 14 (4d6) acid damage and 10 (3d6) poison damage, and the target’s hit point maximum is reduced by an amount equal to the poison damage taken. The target dies if this effect reduces its hit point maximum to 0.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8+9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and the linnorm can’t make Tail attacks.
Constrict. One creature the linnorm is grappling must succeed on a DC 17 Constitution saving throw, taking 27 (4d8+9) bludgeoning damage on a failed save, or half as much damage on a successful one.
Breath Weapon (1/Round, Recharge 6). The linnorm spits acid in either a 120-foot line that is 10 feet wide, or a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 76 (17d8) acid damage on a failed save, or half as much damage on a successful save. At the start of the linnorm’s next turn, any creature that took acid damage from this breath weapon must succeed on a DC 21 Constitution saving throw or become poisoned for one minute. While poisoned in this way, the target has disadvantage on Strength checks and saving throws, and deals only half damage with weapon attacks that use Strength. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Actions
The tarn linnorm can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The tarn linnorm regains spent legendary actions at the start of its turn.
Move. The linnorm moves up to half its speed without provoking opportunity attacks.
Tail. The linnorm makes a Tail attack.
Constrict (Costs 2 Actions). The linnorm uses Constrict.

13th Age

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