Creatures of the Outlands: Linnorm, Dune by Christopher Wasko
LINNORM, DUNEThe cracks and fissures in the mottled brown hide of this bipedal, serpentine dragon weep seemingly endless streams of sand. The air around its spade-shaped head ripples with intense heat.Linnorm, Dune CR 12XP 19,200
CE Gargantuan dragon
Init +4; Senses darkvision 120 ft., low-light vision, scent, true seeing; Perception +21
DefenseAC 27, touch 10, flat-footed 23 (+4 Dex, +17 natural, -4 size)
hp 161 (14d12+70); regeneration 10 (cold iron)
Fort +14, Ref +15, Will +13
Defensive Abilities freedom of movement; DR 15/cold iron; Immune curse effects, fire, mind-affecting effects, paralysis, poison, sleep; SR 23
OffenseSpeed 40 ft., burrow 40 ft., fly 100 ft. (average)
Melee bite +21 (2d8+10/19-20 plus poison), 2 claws +20 (1d8+10), tail +15 (2d6+5 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks breath weapon, constrict (tail, 2d6+15), death curse
StatisticsStr 30, Dex 19, Con 20, Int 5, Wis 18, Cha 21
Base Atk +14; CMB +28 (+32 grapple); CMD 42 (can’t be tripped)
Feats Combat Reflexes, Flyby Attack, Improved Critical (bite), Improved Vital Strike, Lightning Reflexes, Vital Strike, Weapon Focus (bite)
Skills Fly +15, Perception +21, Survival +21
Languages Aklo, Draconic, Sylvan
EcologyEnvironment warm deserts
Organization solitary
Treasure triple
Special AbilitiesBreath Weapon (Su) Once every 1d4 rounds, a dune linnorm can breathe a 120-foot line of superheated wind, dealing 14d8 points of fire damage to all creatures in the area (Reflex DC 22 halves). If the ground is covered in sand, the heat turns the sand in the area into long shards of glass pointed away from the linnorm. This area is affected as per the spike stones spell (Reflex DC 22, Perception DC 30 to notice), except that creatures damaged by the glass also take 1d8 points of fire damage. The glass turns brittle and collapses back into sand after 1 hour. The save DC is Constitution-based.
Death Curse (Su) When a creature slays a dune linnorm, the slayer is affected by the curse of the wastes. Curse of the Wastes: save Will DC 22; effect creature functions as being in severe heat (see the “Heat Dangers” section in Chapter 13 of the Pathfinder RPG Core Rulebook) at all times (unless the actual temperature is hotter), and cannot benefit from endure elements or other magical protection from heat. The save DC is Charisma-based.
Freedom of Movement (Ex) A dune linnorm is under the constant effect of freedom of movement, as per the spell of the same name. This effect cannot be dispelled.
Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round for 10 rounds; effect 2d6 fire damage and 1d3 Con drain; cure 2 consecutive saves. The save DC is Constitution-based.
True Seeing (Ex) A dune linnorm has constant true seeing, as per the spell of the same name.
While most linnorms inhabit the frigid mountains of the far north, the fearsome dune linnorms dwell in southern deserts, steppes, and other regions of intense heat. The massive dragons claim vast tracts of wasteland as their territories, devastating the already fragile ecosystems with their voracious appetites and aggressive dispositions. Their limited food supplies leave them smaller and weaker than their northern cousins, but many times more irritable thanks to their near-constant hunger.
While a dune linnorm’s presence frequently spells disaster for nearby tribes of humanoids, exceptionally resourceful or powerful individuals can salvage boons from the dragons’ lairs. Dune linnorms' fey dispositions instinctively draw them to ley lines and other sites of potent natural magic hidden in the wastes, meaning their homes are often riddled with magical treasures and supernatural fonts of food and water, which allow the ravenous dragons to survive. Crafty desert-dwellers can capitalize on these resources, although they risk provoking the mighty liners, who swiftly and ruthlessly investigate any perceived violations of their privacy.
Written by Christoper Wasko Artwork by Zul Fadhli Kamarrudin Edited by William Ward
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