Linnorm, Dread (CR 25)
Colossal Dragon
Alignment: Always chaotic evil
Initiative: -1 (Dex); Senses: blindsense 120 ft., keen senses, Listen +31, and Spot +31
Languages: Draconic and Abyssal
AC: 31 (-8 size, -1 Dex, +30 natural), touch 1, flat-footed 31
Hit Dice: 20d12+200 (330 hp); DR: 15/magic
Fort +22, Ref +11, Will +18
Speed: 50 ft., fly 90 ft. (good), swim 30 ft.
Space: 30 ft./15 ft.
Base Attack +20; Grapple +51
Attack: 2 bites +27 melee and 2 claws +25 melee and tail slap +25 melee
Full Attack: 2 bites +27 melee and 2 claws +25 melee and tail slap +25 melee
Damage: Bite 4d8+15 plus energy drain, claw 4d6+7, tail slap 4d6+22
Special Attacks/Actions: Breath weapons, crush 4d8+22, energy drain, spell-like abilities, spells, tail sweep 2d8+22
Abilities: Str 40, Dex 8, Con 31, Int 15, Wis 22, Cha 21
Special Qualities: immunities, SR 36
Feats: Alertness; Cleave; Flyby Attack; Multiattack; Power Attack; Quicken Spell-Like Ability; Snatch
Skills: Bluff +28, Concentration +33, Diplomacy +8, Hide +18, Intimidate +6, Knowledge (arcana) +25, Listen +31, Search +25, Spellcraft +27, Spot +31, and Swim +23
Advancement: 21-26 HD (Colossal)
Climate/Terrain: Any land
Organization: Solitary
Treasure/Possessions: Standard
Source:
Monster Manual II
Breath Weapon (Su): As a standard action, a dread linnorm can breathe either with one head or with both heads simultaneously. It can produce two different breath weapons, cold or fire, each as either a 70-foot cone or a 140-foot line. Each head can use a different breath weapon, shape its breath weapon differently, or both. Whatever the shape, the cold breath deals 12d6 points of cold damage and the fire breath deals 12d6 points of fire damage. A successful Reflex save (DC 30) halves the damage from either attack. A creature caught in both breath weapons is affected by both and must save against each one separately. Using a breath weapon is a standard action. Once a linnorm breathes, it must wait 1d4 rounds before using a breath weapon again, no matter how many kinds it has. A blast from a breath weapon always starts at the linnorm's mouth and extends in a direction of its choice, with an area as noted in the description. At the time of use, the linnorm can choose to shape its breath weapon into either a line or a cone. Lines are always 5 feet high and 5 feet wide, and cones areas high and wide as they are long.
Energy Drain (Su): Any living creature bitten by either head of a dread linnorm gains one negative level. For each negative level bestowed, the dread linnorm heals 5 points of damage. If the amount of healing is more than the damage the creature has taken, it gains any excess as temporary hit points. If the negative level has not been removed (with a spell such as restoration) before 24 hours have passed, the afflicted opponent must succeed at a Fortitude save (DC 25) to remove it. Failure means the opponents level (or Hit Dice) is reduced by one.
Crush (Ex): A flying linnorm can land on opponents three or more size categories smaller than itself as a standard action. A crush attack affects as many creatures as can fit under the linnorm's body. Each creature in the affected area must succeed at a Reflex save (DC 30) or be pinned, automatically taking the given amount of bludgeoning damage. Thereafter, if the linnorm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.
Tail Sweep: A linnorm can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than the linnorm within a 20-foot-radius half-circle centered on the linnorm's rear. Each affected creature that fails a Reflex save (DC 30) takes the given amount of damage; a successful save halves the damage.
Blindsight (Ex): A linnorm can ascertain its surroundings by non-visual means (mostly hearing and scent, but also by noticing vibration and other environmental clues. This ability enables it to discern objects and creatures within 120 feet. A linnorm usually does not need to make Spot or Listen checks to notice creatures within range its blindsight.
Spell-Like Abilities: At will - fly, telekinesis; 4/day - move earth; 3/day - power word stun; 2/day - antipathy, sympathy. Caster level 18th; save DC 15 + spell level.
Spells: A dread linnorm can cast arcane spells as an 18th-level sorcerer (spells known 9/5/5/4/4/4/3/3/2/1; Spell/day 6/8/7/7/7/7/6/6/5/3; save DC 15 + spell level).
Immunities (Ex): In addition to sleep and paralysis effects, a dread linnorm is immune to all spells of the Enchantment school.
Keen Senses (Ex): A linnorm sees four times as well human in low-light conditions and twice as well in norm light. It also has darkvision with a range of 120 feet.
Feats: A creature that is flung by a dread linnorm after being snatched travels 120 feet and takes 12d6 points of damage. If the dread linnorm is flying, the creature takes this damage or the appropriate falling damage, whichever greater.