Gray Linnorm
HD:d12Level | BAB | Fort | Ref | Will | Feature |
1 | +1 | +2 | +0 | +2 | Gray Linnorm body, Caustic Slime, +1 Str |
2 | +2 | +3 | +0 | +3 | Keen senses, Primeval Blood
|
3 | +3 | +3 | +1 | +3 | Blindsense 60 feets, Defence from Arrows, +1 Con |
4 | +4 | +4 | +1 | +4 | Flight, Ancient Skin, +1 Str |
5 | +5 | +4 | +1 | +4 | Tail slap, Long Growth |
6 | +6 | +5 | +2 | +5 | Least Gray Magic, +1 Wis |
7 | +7 | +5 | +2 | +5 | Gray Domain, +1 Con |
8 | +8 | +6 | +2 | +5 | Poison, +1 Wis |
9 | +9 | +6 | +3 | +6 | Corrosion Breath, +1 Str |
10 | +10 | +7 | +3 | +7 | Gray Lord, +1 Con |
11 | +11 | +7 | +3 | +7 | Ancient Skin, +1 Str |
12 | +12 | +8 | +4 | +8 | Primeval Scales, +1 Con, +1 Wis |
13 | +13 | +8 | +4 | +8 | Long Growth, Crush, Frightful presence, +1 Str |
14 | +14 | +9 | +4 | +9 | Advanced Gray Magic, Everything I can See, +1 Str, +1 Wis |
15 | +15 | +9 | +5 | +9 | Zero Tolerance, +1 Str, +1 Con |
16 | +16 | +10 | +5 | +10 | Gray Domain, +1 Wis |
17 | +17 | +10 | +5 | +10 | Dire Straits, +1 Str, +1 Con |
18 | +18 | +11 | +6 | +11 | Overwhelming Corrosion, +1 Str, +1 Wis |
19 | +19 | +11 | +6 | +11 | Master Primeval Magic |
20 | +20 | +12 | +6 | +12 | Not my Problem, +1 Str, +1 Com, +1 Wis |
4 Skill points+int per level, quadruple at 1st level. Class skills: Apraise, Bluff, Climb, Diplomacy, Intimidate, Knowledge(any), Listen, Search, Sense Motive, Spellcraft.
Proficiencies: a Gray Linnorm isn't proficient with any armor or weapons, besides his own natural weapons.
Features:
Gray Linnorm Body: The Gray Linnorm loses all other racial bonuses, and gains Dragon traits(60ft Darkvision, low light vision, and immunity to sleep and paralysis), bite 1d6 +Str mod damage, 2 claws attack for 1d8 +1/2 Str mod damage each, 30 base speed and 30 swim speed, medium size. The Gray Linnorm has no rear legs, but he can move whitout trouble trough snakelike slithering with hiss lower body. His claws are capable of fine manipulation and can be used for somatic components of spellcasting or anything else a human hand could do.
The Gray Linnorm also gets a natural armor bonus equal to his Con modifier. Whenever the Gray Linnorm grows one size category, his natural armor increases by a further 1.
Caustic Slime:As a standard action the Gray Linnorm can use a breath weapon that deals 1d6 acid damage/HD with DC ref of 10+1/2 HD+Con modifier for half every 1d4 turns. It affects either a 30 feet Cone that increases by 5 feets with each extra HD the player takes from here, or a 60 feet Line that increases 10 feet with each extra HD the player takes from here. The Gray Linnorm may choose which option to use every time he unleashes Caustic Slime.
Primeval Blood:A Gray Linnorm receives spells known and spells per day as a cleric of 2/3 his level, but he has CL equal to his HD.
If he multiclasses as a cleric, the casting stacks.
Dragon level | Cleric casting |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 6 |
10 | 6 |
11 | 7 |
12 | 8 |
13 | 8 |
14 | 9 |
15 | 10 |
16 | 10 |
17 | 11 |
18 | 12 |
19 | 12 |
20 | 13 |
If a linnorm takes a casting prc, it may choose to advance his casting as that of a cleric. So a linnorm 10/loremaster 10 would cast as a 16th level cleric.
Ability score increase: The Gray Linnorm ability scores increase by the shown amount.
Level | Total bonus gained |
1 | +1 Str |
3 | +1 Str, +1 Con |
4 | +2 Str, +1 Con |
6 | +2 Str, +1 Con, +1 Wis |
7 | +2 Str, +2 Con, +1 Wis |
8 | +2 Str, +2 Con, +2 Wis |
9 | +3 Str, +2 Con, +2 Cha |
10 | +3 Str, +3 Con, +2 Wis |
11 | +4 Str, +3 Con, +2 Wis |
12 | +4 Str, +4 Con, +3 Wis |
13 | +5 Str, +4 Con, +3 Wis |
14 | +6 Str, +4 Con, +4 Wis |
15 | +7 Str, +5 Con, +4 Wis |
16 | +7 Str, +5 Con, +5 Wis |
17 | +8 Str, +6 Con, +5 Wis |
18 | +9 Str, +6 Con, +6 Cha |
19 | +10 Str, +7 Con, +7 Wis |
NOTE:this table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from diferent levels!
Keen senses:At 2nd level the Gray Linnorm sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Blindsense:as the normal ability, range 60 feets.
Defense from Arrows: Starting at 3rd level, the Gray Linnorm is under a permanent Protection from Arrows effect with CL=HD. It automatically recharges at the start of your turn.If the Gray Linnorm has 5 HD, +1 arrows no longer ignore this DR. If the Gray Linnorm has 10 HD, +2 arrows no longer ignore this DR. If the Gray Linnorm has 10 HD, +3 arrows no longer ignore this DR. If the Gray Linnorm has 15 HD, +4 arrows no longer ignore this DR. If the Gray Linnorm has 20 HD, +5 arrows no longer ignore this DR.
Flight:Despite not having wings, at 4th level the Gray Linnorm becomes able to fly at the speed of 5 feet per HD, with good maneuverability, thanks to his inherent magic.
Primeval Skin: At 4th level the Gray Linnorm gains DR/magic equal to half his HD.
Long Growth:At 5th level the Gray Linnorm grows to large size. Unlike other large creatures, he fills a 5x20 space and his melee reach remains 5 feet.
At 13th level the Gray Linnorm grows to huge size. Unlike other huge creatures, he fills a 10x30 space and his melee reach becomes 10 feet.
His AC, bonus to hit, base damage, grapple and skills change acordingly, but he doesn't get any ability score bonus or penalties.
Tail slap:The Gray Linnorm can now make a tail slap attack dealing 1d8 +1,5 str modifier damage (already taking in acount large size).
Gray Magic:At the following levels the Gray Linnorm becomes able to use SLAs a certain number of times per day. Save DCs are 10+1/2 HD+Wis mod.
Least- At 6th level Meld into Stone and Contagion each 1/day per 2 HD.
Advanced-At 12th level Wind Walk 1/day per 4 HD
Master-At 19th level Shapechange 1/day per 6 HD.
Gray Domain: At 7th the Gray Linnorm adds gains either the Destruction or Evil domain. At 16th level he gains the other.
Poison:At 8th level the tip of a Gray Linnorm's tail starts develops a venomous stinger that delivers a poison with DC 10+1/2 HD+Con mod.the initial damage is 1d2 points of Constitution damage, and the secondary damage is double that. At 12 HD, and every 4 HD thereafter, increase the initial damage one die size (the secondary damage remains double that). Even enemies immune to poison can be affected, but they gain a +5 bonus on their saves. Enemies whitout a Con score take Dex damage instead.
Corrosion Breath: At 9th level, creatures failing their saves against Caustic Slime have their nonmagic metal gear, rendering useless in 1d6+5 rounds. Magic gear made of metal stops working for 1 round instead as it fights off the corrosion. Constructs made of metal failing their reflex save become dazed for 1 round
Gray Lord:At 10th level, any spells the Gray Linnorm casts during a surprise round and the first round of combat gain a +2 CL and ignores any limits on CL for such spells.
Ancient Skin: At 11th level, the Gray Linnorm gains SR equal to 11+HD, which may be raised or dropped at any time as a free action, even if it isn't his turn.
Primeval Scales: At 12th level the Gray Linnorm's DR/magic becomes equal to its HD.
Crush: At 13th level the dragon can make a crush attack dealing 2d8 damage base, already taking in acount huge size
This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down).
Frightful presence:The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Enemies within a radius of 30 feet × half the dragon's level are subject to the effect if they have fewer HD than the dragon. A potentially affected enemy that succeeds on a Will save (DC 10 + ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, enemies with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Everything I can See: At 14th level, the Gray Linnorm's Blindsight is doubled all the time, and it adds his Con mod to Spot checks, only taking half distance penalties to Spot, as long as he's looking for something underneath his current position.
In addition as a fullround action he can Run while ignoring hard terrain and cast a spell with an activation action of a standard action or less at any point during the Run, as long as he's running directly towards an enemy.
Zero Tolerance: A Gray Linnorm does not pause to study his foe or lay a careful trap. Instead, he relies on speed, terror, and overwhelming offense. At 15th level, if the Gray Linnorm automatically attacks an enemy group as soon as he detects them, he gains +2 to attack rolls, damage rolls, skill checks, ability checks and the DCs of its abilities against that enemy group. Every round he keeps up attacking them, the bonus increases by an extra +2. If he stops attacking for whatever reason for 1 round, he loses this bonus, and that enemy group cannot be longer affected by this for 24 hours. The exception is if the enemies use teleportation, plane shift or similar to escape. In that case, the bonus persists indefenetely until the Gray Linnorm meets them again.
Dire Straits:Altough they're renowed for their agressivity, Gray Linnorms prefer to err on the side of survival. At 17th level, whenever the Gray Linnorm fails a save or is hit by an attack, he may use one os his spells or SLAs as an immediate action, as long as he's targeting himself.
Overwhelming Corrosion:At 18th level as a free action a number of times per day equal to his Wis mod, the Gray Linnorm can make his Caustic Slime disable all gear on hit enemies for 1d12 rounds (1 round if they suceed on their save).
Not my Problem: Gray Linnorms are the smallest of their kind, but also the most agressive. And mean. At 20th level, once per hour the Gray Linnorm may single out an opponent he can see as a swift action. For a number of rounds equal to his Wis mod, the Gray Linnorm ignores all immunities, DR, resistances, hardness, miss chances, resistances, bonus to AC other than natural armor/armor/shield/dex, regeneration, freedom of movement and said opponent is also under a Dimensional Anchor effect.
Another one that was on the waiting list for quite some time, Linnorms are basically dragons by the old european nordic legends. No wings, slithering over the ground and water, and more focused in screwing up everybody around them than building up treasure hoards.
They first appeared in D&D during 2e, but made a comeback of sorts in MM II. And like most stuff in MM 2, they're a mess. The Gray Linnorm for example has CL 17, 13 HD and 6d8 breath weapon for a suposed CR 20.
Anyway they're still dragons at heart, and since there was another linnorm already done here, decided to keep up the tradition. The gray linnorm has a permanent pseudo-flight effect, swaps sorceror for cleric casting, including a focus on Wis instead of Cha, some Slas (shapechange being most noteworthy), a particularly mean breath weapon that screws up gear, poisonous tail, and improved DR/magic and blindsight. Added in some extras and done!
So if you want to play a cruel land dragon, the Gray Linnorm's for you!