Lindworm (5e Creature)

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Lindworm[edit]

Gargantuan dragon, neutral evil


Armor Class 21 (natural armor)
Hit Points 350 (20d20 + 140)
Speed 50 ft., burrow 20 ft., climb 40 ft.


STR DEX CON INT WIS CHA
25 (+7) 16 (+3) 24 (+7) 19 (+4) 17 (+3) 19 (+4)

Saving Throws Dex +10, Con +14, Wis +10, Cha +11
Skills Athletics +14, Intimidation +11, Perception +10
Proficiency Bonus +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20
Languages Common, Draconic
Challenge 22 (41,000 XP)


Cold Blooded. The lindworm has advantage on saving throws against being charmed, frightened, paralyzed or stunned.

Heat Vision. Invisibility doesn't give a creature advantage on Dexterity (Stealth) checks against the lindworm or give the lindworm disadvantage on attacks against that creature, as long as that creature is within range of the lindworm's blindsight.

Hyper Hibernation. If the lindworm is exposed to cold effects or takes 80 or more cold damage in a single turn, it must succeed a DC 20 Constitution saving throw or be put to sleep, falling unconscious for 1 minute or until it takes damage.

Reckless. At the start of its turn, the lindworm can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Speak with Serpentine Creatures. The lindworm can speak to serpentine creatures, such as snakes or hydras, as though they shared a common language.

Siege Monster. The lindworm deals double damage to objects and structures.

Wakeful. The lindworm doesn't receive penalties on Wisdom (Perception) while asleep, unless it is blinded and cannot use its blindsight.

ACTIONS

Multiattack. The lindworm can use its Frightful Presence. It then makes two attacks, but can use its bite and constrict only once each.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage and the target must make a DC 20 Constitution saving throw, taking 6 (1d12) poison damage and 4 (1d8) acid damage on a failed save, or half as much damage on a successful one.

Constrict. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 20 (2d12 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the creature is restrained, and the lindworm can't constrict another target.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

Frightful Presence. Each creature of the lindworm's choice that is within 120 feet of the lindworm and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the lindworm's Frightful Presence for the next 24 hours.

Swallow. The lindworm makes one bite attack against a Huge or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the lindworm, and it takes 27 (6d8) acid damage at the start of each of the lindworm's turns. A lindworm can have only one creature swallowed at a time.
If the lindworm takes 60 damage or more on a single turn from the swallowed creature, the lindworm must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 15 feet of the lindworm. If the lindworm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 25 feet of movement, exiting prone.

BONUS ACTIONS

Aggressive. The lindworm moves up to its speed toward a hostile creature that it can see.

Rampage. When the lindworm reduces a creature to 0 hit points with a melee attack on its turn, the lindworm moves up to half its speed and makes a bite attack.

REACTIONS

Unbridled Fury. In response to being hit by a melee attack, the lindworm can make one melee weapon attack with advantage against the attacker.

Lindworm 0138.jpg
A lindworm by User:Dinomaster337

Many people suffer from ophidiophobia, the fear of snakes, and there are many creatures that embody this fear. These serpentine creatures evoke an essence of strange awe and primal fear that is potentially only matched by the very creatures they resemble. However, there is a serpent so fearsome and viscous that it reawakens the fears deep within the most primal parts of the brain and is the embodiment of serpentine power.

Gigaton Serpent. The lindworm is a humongous cousin of the true dragons, possessing only two front legs, a long snake-like body, and a python-esque head. Within its mouth, sits a forked tongue to sense the smells and a set of long fangs that secrete a venom that acts so quickly it corrodes the surrounding flesh. Their massive bodies are ripe with muscle, with which they crush their prey. Such creatures include the largest giants and they have no qualms about cannibalism. In fact, lindworms can swallow creatures much larger than their heads by detaching their jaws, a trait they share with snakes.
Lindworms dwell within great mountains, dense forests, and winding cave systems. They can hunt perfectly fine in the dark as, like some snakes, they have the ability to detect heat around them and they use this to hunt their prey, even if that prey should be invisible. This makes them formidable foes, as their heat detecting senses are in effect even when they're asleep.

Snake Tongue. The lindworms were created by the dragon goddess Xaylbyrrid, the Serpent Mother, as a challenge and a mockery of Tiamat and the chromatic dragons. As such, lindworms and dragons have a long-standing rivalry. If one knows the other is in the area, they are quick to force the other out, though lindworms are very stubborn about leaving once they've taken root. These rivalries are vicious and bloody, tearing the terrain apart for miles around each creature's territory. Lindworms always desire to be the most powerful predators in their locale and this pushes them to drive most draconic creatures from their realm.
Much like dragons lindworms greatly enjoy power and will exert it on the local humanoids. They are well documented kidnapping local humanoids, especially women and children, and holding them for ransom, except including riches they also demand praise and even worship depending on the individual kidnapped. If the local humanoids are tribal, the lindworm may make itself out to be a divine entity, sent by the gods. However, there is one race of creatures that lindworms are always happy to see and exploit the most out of all the lesser races in the world; the yuan-ti. If a yuan-ti cult is within the area of a lindworm's territory, they're quick to reveal themselves to them pretending to be their gods manifested into a physical form. As such, yuan-ti often venerate lindworms and will do whatever the lindworm commands of them, such as abandon their temples and reside in the lindworm's cave or collect slaves and wealth for the lindworm to hoard.

A Lindworm's Lair

Lindworms dwell in dank and musty cave systems that they either find or burrow themselves. It is these musty places where the lindworm returns to rest, hoard treasure, and contemplate what next to have their subjects do. A lindworm's lair is marked by the large trenches that are its trackways leading into the cave.

Lair Actions

On initiative count 20 (losing initiative ties), the lindworm takes a lair action to cause one of the following effects; the lindworm can't use the same effect two rounds in a row:

  • A sinkhole that the lindworm can see within 120 feet suddenly collapses underneath the feet of any nearby creatures. Each creature within a 1d6 × 5 foot radius must make a DC 15 Dexterity saving throw or fall 1d6 × 10 feet and must make a DC 19 Strength (Athletics) check to climb out.
  • A swarm of poisonous snakes congregates in a space within 120 feet of the lindworm. After the swarm is formed, it acts as a normal swarm of poisonous snakes.

Regional Effects

The region containing a lindworm's lair is warped by the lindworm's presence, which creates one or more of the following effects:

  • Anywhere within 6 miles of the lair experiences a noticeable rise in the local snake population and small animals become more secretive as a result. Snakes within 1 mile of the lindworm's lair act as the lindworm's eyes and ears. Deer and other large animals are strangely absent, hinting at the presence of a formidable predator.
  • Hidden sinkholes form in and around the lindworm's lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole.
  • The bodies and skeletons of animals that hunt snakes, such as hawks or mongooses, are scattered throughout a 6-mile radius of the lair. These carcasses seem to be mutilated by a creature so large, it doesn't seem like it would care about such tiny animals.

If the lindworm dies, the sinkholes remain but the other effects fade over 1d10 days.

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