Author Topic: Gray Linnorm  (Read 4695 times)

Offline oslecamo

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Gray Linnorm
« on: November 21, 2013, 06:54:06 AM »

Gray Linnorm

HD:d12
Level 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 +4Tail slap, Long Growth
6+6 +5 +2 +5 Least Gray Magic, +1 Wis
7+7 +5 +2 +5Gray Domain, +1 Con
8+8 +6 +2 +5Poison,  +1 Wis
9+9 +6 +3 +6Corrosion Breath, +1 Str
10+10 +7 +3 +7Gray 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 +8Long Growth, Crush, Frightful presence, +1 Str
14+14 +9 +4 +9Advanced Gray Magic, Everything I can See, +1 Str, +1 Wis
15+15 +9 +5 +9Zero Tolerance, +1 Str, +1 Con
16+16 +10 +5 +10Gray 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 +11Master 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-
21
32
42
53
64
74
85
96
106
117
128
138
149
1510
1610
1711
1812
1912
2013

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
(click to show/hide)

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.

(click to show/hide)