Dragon #182 - The Vikings' Dragons Part 1
Dragon #182 - The Vikings' Dragons Part 1
by Jean Rabe
oNs
Artwork by Jim Holloway
Among the most feared oeatures in the oriented linnorms are not the most power- ons, sometimes being abandoned as soon
Norse lands are dragons, there called ful of the Norse dragons. as they hatch. Because of this, a lirmorm
linnorms, as noted in the AD&D@ 2nd This article and one appearing next grows up fast or dies very young, a victim
Edition HR1. Vikings Campaign Sourcebook month offer a creative expansion of the of hungry relatives, hostile monsters, or
(VCS), These great wingless and legless types of linnorms that can appear in a human adventurers. Use the new table
serpents are among the fiercest of the Viking-style AD&D campaign. These mon- here for linnorm age categories.
Norse countries' denizens, in some cases sters can appear in any other sort of Sages believe some linnorms can live
even dwarfing the power of the vicious AD&D campaign as well, though their 4,000 years or more/ especially the dread
giants. Fortunately for the Vikings and numbers should be extremely rare at best. linnorms, frost linnorms, and the Midgard
other peoples, linnorms are also very rare. Serpent. Some speculate that Corpse-
Linnorms, like dragons in traditional Linnorms and dragons Tearer, an infamous linnorm that torments
AD&D 2nd Edition campaigns, have 12 age Li¡norms use the sâme age-related modi- the dead, and the well-known Midgard
categories. Linnorms never stop growing, fiers as do traditional dragons (see Table 1 Serpent attained godlike immortality, and
and the older a linnorm becomes, the in the Monstrous Compendium, only their avatars rumble over earth and
more awesome and frightening it gets, GREYHAWK@ appendix, "Dragons"). Lin- sea, respectively.
gaining more abilities, a thicker hide, and norms of each age category use the same
the capability to mete out ever-inoeasing hit-die, combat, and fear-saae modifiers as Combat with linnorms
amounts of damage. Sages speculate that do other dragons. Howevet linnorms do Each type of iinnorm employs a diffe¡-
the oldest linnorms are insane; centuries not generate a fear radrus until they reach ent shategy when dealing with foes. Some
of solitude and a fixation on power and the venerable age category. At the venera- prefer to fight their targets physically, so
wealth take a toll on their intellects. This ble stage, a linnorm has a fear radius of 20 their awesome breath weapons and magi-
has not been provery however, as the only yards; at the wyrm stage, 50 yards; and at cal abilities do not damage any potential
recorded survivor of a battle with a great great wyrm, 80 yards. additions to their heasure hoard currently
wyrm linnorm was the hero, Sigurd, who Another mæked diÍfetence between on the persons of their foes. Others keep a
slew the legendary Fafnir. linnorms and þadltiotral dtagons is their distance between them and their foes,
All linnorms are evil and seek to better age categories. Llnnofms are left on their using only breath weapons and long-range
themselves and increase their riches at all own at much eatller ages than other drag- magical attacks to keep the linnorms safe.
other creatures' expenses, \{hile some of No matter the shategy, linnorms use their
the craftier linnorms have been known to attacks to their best advantage, often
strike up temporary alliances, they turn playing on their foes' weaknesses and
on their partners after the great feat they fears. There are rarelv anv survivors of
allied to achieve is accomplished. Most well-thought-out attadks by linnorms of
linnorms are solitary because of their the adult age or older.
selfish natures and because they do not Linnorms use the biting and tail-slap
trust their peers, much less other races. tactics of traditional dragons, with the
Further, they have no desire to share their combat modifier for age added to each
mounds of treasure with anyone. There attack. Breath weapons of any sort are
are a few exceptions, although family- usable three times per day, once every
DRAGON 17
three rounds, unless otherwise noted. Linnorm lore Linnorms in campaigns
Being serpentlike, nearly all linnorms lack Tales and legends involving linnorms are Linnorms should be used sparingly. Only
claws and wings, though some that can prevalent among humans, nokþ nisse, a clever and highly experienced band of
cast mage spelli can use fy spells upon sjora, huldre, dverge, maahise! and other adventurers should confront a linnorm of
themselves. Spell-casting linnorms cast intelligent taces of the Norse lands, all the adult age or higher. Prior to encoun-
their spells as do dragons, needing neither detailed in the ZCS. The most commonly tering a linnorm, the player characters
prayer nor study; they need only use heard stories involve the Midgardsormr- should hear tales of the feared creature,
verbal components to use them (casting the world-girdling Midgard Serpent, child stories that greatly exaggerate its abilities
time: 1). Like t¡aditional dragons, linnorms of Loki-and Nidhoggr, Corpse-Tearer. and dest¡uctive accomplishments. How-
make saving throws as fighters of levels Nearly all Norse children are also taught ever, these stories should be tinged with
equal to their hit dice, and those of at least the tale of Fafnir, the dragon slain by partial truths and should lead the PCs in
old age are immune to normal missiles. Sigurd. Many believe that humans can the right direction.
Like haditional dragons, linnorms have magically become dragons, as Fafnir was No such encounter should be easy, as
superior senses of sight, hearing, and once a man. Other legends hint that linnorms are fierce, deadly, and possess
smell. However, because the linnorms are dwarves or giants may also become lin- acute cunning. Further, f the PCs seri-
left on their own at birth in most cases, norms. Noble-minded parents teach their ously harm a linnorm, it is more likely to
their senses are even more acute. All children that excessive greed could cause escape to fight another day than to fight to
linnorms are able to detect imisible crea- them to become linnorms later in life. the death, The killing of a linnorm is also
tures and objects wíthin a 20' radius per Sages believe these legends have some sure to att¡act the unfavorable attention of
age category, and they have a natural basis in fact, although they admit the tales other li¡norms and equally powerful
clairaudience ability within the same are filled with much embellishment and monsters, as the linnorm-slayer will be
range. Linnorms have no telepathic or stretched huths. Clever sages use the tales regarded as another potential rival.
psionic abilities. to pinpoint where they believe linnorms
roam. In the fantasy version of medieval
Europe displayed in the VCS, many of the
stories indicate linnorm sightings in Gar- 'ì¡'
dariki, Tafestaland, Permia, Karelia, Swe-
dery and Norway. Only a few stories hint
that linnorms can be found in England, the
Danelaw, Scotland, Ireland, Wales, and
Wendland, and among the Volga Bulgars. A
a very few stories imply that the linnorms
avoid France, Burgundy, Byzantium, Ara-
by, and northern Africa. Adventurers have
been known to use these tales in this way
in their search for linnorms. Stories of
such adventurers succeeding ate rare and
incomplete, perhaps because the adventur-
ers do not want their treasu¡e-take
knowrL or perhaps because their plans
were cut short by linnorm teeth.
//'
Linnorm Age Categories Table
Category Aee
Hatchling 0-2 years
Very young 3-7 yeats
Young 8-19 years
Juvenile 20-49 yeats
Young adult 50-249 years
Adult 250-499 yearc
Mature adult 500-749 years
old 750-7,199 years
Very old 7,200-I,699 years
Venerable I,700-2,199 years
Wyrm 2,200-2,799 yearc
Great wyrm 2,800+years
,)
(,
ru {
û(t \\ .,
'aC
18 JUNE 1992
Linnorilr Forest
CLIMATE/TERRAIN: Any non-arctic forest
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Anv
DIET: Speclal
INTELLIGENCE: Average (8r0)
TREASURE: Special
ALIGNMENT: Chaotic evil
NO. APPEARING: 1 (5% of2)
Age Body Lgt.l'l Tatl Lgt.('f AC Breath Weepon Wlzard Spells MR Treasure llpe XP Value
1 l-4 4-"t4 4 1d4+1 Nil Nil Nil 1,400
2 5-10 14-24 3 2d4+2 Nil Nil Nil 2,000
3 10-18 24-40 2 3d4+3 Nil Nil Nil 5,000
4 18-26 40-56 1 4d4+4 1 1,5% Y2E 9,000
5 26-34 s6-70 0 5d4+5 2 20% E 11,000
6 34-42 70-86 -1. 6d4+6 3 25% E 14,000
7 42-50 86-100 -,) 7d4+7 4 30% E 17,000
8 50-58 100-114 -3 8d4+8 41. 35% Ex2 18,000
9 58-64 714-128 -4 9d4+9 42 40% Ex2 19,000
10 64-72 728-752 -c 10d4 + 10 43 45% Ex2 21,000
11. 72-80 "152-"166 -6 10d4 +11 44 50% Ex3 22,000
72 80-88 "r66-180 -7 't2d4 + 12 44L 55% Ex3 23,000
O1992 TSR, lnc. All Rlqhts Reseryed.
DRAGON 19
Linnorffi, Land
CLIMATE/TERRAIN: Any non-arctic land
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Anv
DIET: Oninivore
INTELLIGENCE: Exceptional 115-16)
TREASURE: Special
ALIGNMENT: Chaotlc evil
NO. APPEARING: 1, (5o/" of 2)
t)
ARMOR CLASS: -1.(base)
(.
MOVEMENT: 18, Sw 12, Br 12
HIT DICE: 13 ¡þse)
{J \\ 'l
"(L
.aC
THACO: 7 (at 13 HD)
NO. OF ATTACKS: 2 claws/L bite/1 tail strike + special
DAMAGE/ATTACKS: 1d10/1d10/3cl10/2d10
SPECIAL ATTACI(S: Spells, bteath weapon
SPECIAL DEFENSES:
MAGIC RESISTANCE:
Spells
Variable I
STZÊ,: G (48 base)
MORALE: Fanatic (17-18)
)G VALUE: Variable Land linnorms are born able to cast trønsmute rock to mud and mud
to tock each once a day. In additiory they gain othet powers as they age
Land linnorms a¡e driven solely by greed and they enioy twisting both each usable three times a day: young- inuisibílity; young adult-dig; ma-
humans and the land to their own comrpt desires. ture adult-polymorph self; very old- stone shøpe; wytm -conjure
UnJìke many other linnorms, land linnorms have four legs, the fore- earth elementøl; great wyrm -eørthquake.
limbs being uSeful for combat. The scales of hatclrling land li¡norms are
small, greery and glisten like gems. As the lirurorms age, the scales en- Habitat/Society: Land linnorms are found in any non-arctic terrain,
large, lose their luster, and begin to change at the individual linnorm's although they prefer hills near human communities. High perches allow
whim from various shades of greens to browns to grays, them to watch the humans, noting any wealth leaving or entering the
l¿nd linnorms speak their own tongue as well as the languages of all community. They make their lairs in caves; older linnorms use their
Norse dragons. Land lirurorms leam languages quickly. There is a 10% stone shape ability to fashion their own homes, complete with traps and
chance that a hatchling will be able to magically speak with all intelligent obstacles to kill trespassers.
creatures. The chance to possess this ability increases 10% per age cate- Land li¡urorms typically join with others of thei¡ kind only to mate, the
gory of the linnorm. pair separating after the offspring have passed beyond the hatchling
stage. The abandoned young linnorms are preyed upon by human and
Combah Land li¡¡rorms are cautious, sizing up their intended victims demihuman adventurers, giants, and other monsters of the iand.
before engaging them in combat. Land li¡morms will sometimes follow a However, some land li¡u-rorms have been reported to join forces with
target for days-in a human or animal form if the Linnorm is old enough others of their kind to attack a strong human or demihuman establish-
to polymorph -before feeling it knows all the target's strengths and ment ot a group of humans too large for a single linnorm to consider
weaknesses and is ready to attack. Land linnorms carefully plot their taking on. Such alliances are usually brief, ending after the division of
every move before striking, usually beginning an assault with breath the spoils.
and spells before closing to attack with claws and bite. Land lirurorms land linnorms loathe humans and demihumans and go out of their
use their physical attacks only if they are certain they can best their way to kill them, as the linnorms are intensely jealous of the lesser crea-
victims. They opt to abandon targets that seem too dangerous. These tures' ability to garner wealth. However, a few linnorms have been
linnorms prefer to attack small groups of humans and demihumans, known to set aside their hatred, capturing humans with magical skills
avoiding large groups that might pose a threat. and forclng them to lnstruct the linnorms in new magic runes or to re-
veal feasues. In a few such cases, the linnorms have formed long-term
Breath Weapory'Special Abilities: A land linnorrls breath weapon paftheßhips with humans, with the Linnorms receiving magical knowl-
is a blast of heat 120 long, 5' wide at the lirmornús mouth, and 4ü wide edge and material wealth while the humans a¡e allowed to live as long as
at the base. All those caught within the cone must save vs. breath weap- they setve their masters. Land linnorms are fond of wealth of any
on for half damage. The searing heat instantly fatigues all those sfuck khä--old, sllveç gems, and especlally magic.
by it, whether or not they successfully save. Fatlgued beings have theh
shength scores reduced by half (round down). Land llhnorms' runes, Ecology While land linnoffis are capable of eating virtually anything
selected at random or by the DM from the VCS, are always successfuliy including stones, they prefer the flesh of maahisets and dverge. Land
cast, linnorms have no natural enemies.
Asl Body Lgt.('l Tatl Lgt.(¡) AC Breath üleapon Rune¡ MR Treasure T54le XP Value
1,-12 3-'t2 2 7d12 + 1, Nil 10% Nil 8,000
2 12-23 12-27 1 3d72 + 2 7 1,5% A 12,000
3 23-42 21.-30 0 5c112 + 3 2 20% A 17,000
4 42-61 30-49 -I 7d72 +4 3 25% A,B 18,000
5 61-80 49-68 9d12 + s 4 30% A,B 19,000
6 80-99 68-87 ¡J 11d12+6 5 35Yo A,Bx2 21,000
7 99-118 87-106 -4 73d72 + 7 6 40% ArBx2 22,000
I 1r8-137 106-125 -5 15c112 + I 7 45% A,Bx3 23,000
I 137-"156 725-'144 -6 t7dt2+9 I 50% A,Bx3 24,000
10 156-1.65 1.44-1.53 -7 19d12 + 10 9 55% A,B,C x 3 25,000
11. 1.65-174 153-1.62 -8 21d12 + 11, 10 60% A,B,C X 3 28,000
72 774-183 762-771. -9 nd12 + "12 11 65% A,B,C X 3 31,000
Sea linnorms are coldly vicious, hating all humans and demihumans.
They constantly plot to destroy human shipping, constructions, and damage. This breath weapon cannot be employed underwater. A sea
settlements. Sea Li¡rnorms view humans and demihumans as a threat to linnorm casts its spells at a level equal to eight plus its combat modifier.
all ma¡ine life, Spells they acquire must come from only the Animal, Elemental. and
A hatchling sea linnorm is nearly ffanslucent. As the linnorm ages, its Weather priest spheres.
scales become pearly and thick, and they shift color based on the lin- Sea linnorms gain the following abilities as they age, each usable twice
norm's will. From the young age and on, the linnorm is able to make its a day: very young-wall of fog; young- þg cloud; juvenile- gnsl o/
scales shift to whatever color desi¡ed, as if it were a chameleon. All sea wind; young adult- solid /og; adult- airy water; mature adult -d¿øfl¡
linnorms have long bæbed tails that they employ in combat. fog; old- raise water; very old- part water; venerable- transmute dust
Sea linnorms speak thelr own language, can communicate with all sea to watel ; wyrm - reaerse graaity ; great wyrm - shøpe clnnge,
life, and have a 5% chance per age category of learning how to speak The lirnorm's ability to change the color of its scales also aids it. The
any human or demfüuman language. They can breathe air or water at sea linnorm has a chance equal to its magic resistance to be unseen
will. when attempting to blend in with its surroundings, allowing a +4 to the
roll to surprise foes.
Combat: At sea, these linno¡ms' favo¡ite form of attack is to come up
beneath ships to capsize them. Only sea linnorms of young age or older Habitat/Society: Sea linnorms are found in the waters surrounding
will do this. The attacked ship must make a seaworthiness ro11 as pet the Scandinavia and in waters near Permia, Greenland, Scotland, and lre-
Dungeon Master's Guide page 126. A modifier for the liffrorm's size is land. It is rumored they can be found as far south as north Africa.
subtracted from the ¡oll, the modifier equalling the linnornfs combat WhiÌe they can ûuneuver equally well above or below the waves, they
modifier multiplied by five. Thus, a Viking longship attacked by an old spend most of their days underwater, surfacing to attack huma¡s and
sea linnorm has a [60 - (8 x S¡= ] 20% chance to avoid capsÞing. Sea lin- demihumans. The lair of a sea linnorm is always found far underwater.
nonns use breath weapons, spells. and special abilities to kill any surviv- usually in multichambered sea-floor caves. Sea iinnorms of mature adult
ing humans, attacking physically only if necessary. and older stages frequently have 14 giant squid, 24 gsant sea turtles, or
To attack humans along the coast, the linnorms slither out of the sea at a kraken guarding their lairs. The linnorms hide leasure in the recesses
night, then let loose with spells, magical abilities, and breath weapons at of these caves, hoarding gold, silver, and especially gems, jeweþ, and
structures and ships. They then attack any sutvivors, using breath objects of art. Such lairs likely also contain "prizes" from battle: arichors,
tail strikes. If ser{ousþ wounded, they will tefteat
weaporìs, bites, and sails, and other parts of boats or docla.
will plot vengeance all the time.
to the sea again-but
Ecology: Despite theit gteát slze, sea linnorms require little food. Being
Breath Weapory'Speclal Abllltleel The breath of sea linnolms ls a hetbivores, they eat prtmarily seá pláflb and are especially fond of dried
cloud of caustic acid droplets that is 60' long 60 wide, and 3d htgh. All seaweed, gatherlng it and placing it on rocky shores, then waiting for it
those caught within the cloud must save vs. breath weapon for half to become its tastiest in the aftemoon sun.
Asl Body Lgt.('f Tatl tgt.l'| AC Breath Weapon Prleet Spells MR Treaaure þpe XP Value
1.-1.2 't2-32 1 2d10+l Nil 75% Nil 5,000
2 72-23 32-43 0 4dl0+2 1 20lo YrD 11,000
3 23-42 43-62 -1 6d10+3 a 25% 1/zD 15,000
4 42-61 62-87 -,) 8d10+4 21. 30% D 16,000
5 61-80 81-100 -3 10d10+5 211, 35% D,A 18,000
6 80-99 100-119 -4 12d10 + 6 22t 40% D,A,B 19,000
7 99-"1',18 119-138 14d10 + 7 2221. 45% D,A'B x 2 20,000
8 118-137 138-157 -6 16d10 + I 2222 50% D,A,BX2 21,,000
9 "r37-"156 "157-176 18d10+9 3222 ss% D,A,B X 2 22,000
10 "156-"165 "176-185 -8 20d10+10 a,4,, ) 60Y" D,AB x 3 23,000
't1. '165-',174 185-194 -9 21d10+11 JJJ¿ 65% D,ÀB x 3 24,000
1.2 774-783 "r94-203 10 23d10 + 12 3333 70% D,A"B x 4 25,000
@1992 TSR, lnc. All Rlghts Rssewed.
DRAGON 21
ï\\!
Linno Frost
CLIMATE/TDRRAIN:
FREQUENCY:
ORGAN IZATIO N:
ACTIVIÎY CYCLE!
Any arctic or subarctic
Very rare
Any
o
DIET: Speclal
INTELLIGENCE: Genius
TREASURE: Special
ALIGNMENT: Neutral evil
T{O. APPEARING: t-8
//
ARMOR CLASS: -4 þase) nents off-balance. Frost lirurorms are
MOVEMENT: 12, Sw 18 themselves incapable of losing their
HIT DICE: 15 balance, timing or orientation due to
THACO! 5 (at 15 HD) slippery tenain.
NO, OF ATTACKS: 1 bite/l tail slap + special
DAMACE/ATTACKS: 3d10 14dr0 Breath Ablllties: The frost linnonn's breath weap-
SPECTAL ATTACKS: Spells, breath weapon
SPECIAL DEFÞNSES: Spells
MACIC RESISTANCE: Variable
g[ZBl G (48'base)
MORALE:
XP VALUE:
Elite (13-14)
Variable
Frost linnorms are perhaps the most territorial of al1 Norse dragons,
phøntøsmøl force, ìce shape; mahr€ adult- ìmproved phøntøsmal force,
contrcl temperature 40' rodius; old- spectralþrce, ttansmute tock to
ice; very old - heøl; venerable - advanced illasìon, ttanspott via lce;
wyfm- lransmute wootl to ice; great wyrm- prcgrummed ìllasìon,
o
never resting until all other intelligent cleatures within their domains trunsmute metal to ice. The frost li¡rnorms' special abilities approximate
are deskoyed. They are greedy, covetous, and consider all life-besides similarly named spells from the Pløyer's Handbool<, Frost lin¡ro¡ms use
others of their own kind-beneath them. their spells and magical abilities at a level equal to seven plus their com-
At birtb frost linnorms appear to have frr rather than scales, but by bat modifier. They are always successful in casting rune spells.
the time they have passed through the hatchling stage, small. white,
pearl-like scales appear. As the linnorms age, the scales become thicker Habltat/Soclety: Frost linnorms are found in frigid climes, moving
(although not larger) and sharp like jagged ice. The scales are ever- south in the winter montlu to devastate ancl pluncler small human seftle-
shifting in color, changing from white to pale blue to transparent to ments. The older linnorms use their magical abilities to hansform their
blend in with the frigid environment. Unlike many other linnorms, frost territory into ice and shape it into elaborate, strikingly beautiful lairs.
lirurorms have small forelegs with rnatripulative claws, though the fore-
legs are too weak to be used for combat,
Walls and floo¡s within the lairs contain large sections of mirrorlike ice
that the linnorms often sit in front of so they can admire themselves.
O
All frost li¡urorms speak their own language and the languages of oth- Frost linnorms are familial, and the larger a family, the larger the lair
er Norse dragons. In addition, hatchling frost linnorms have a 25% will be. Frost linnorms are perhaps the only Norse dragons that cherish
chance to magically communicate with any intelligent creature. The the company of their own kind, valuing offspring and keeping them
chance to possess this ability increases 15% per age category. By the close until the offspring æe aclults. All offspring æe incluclec{ in the elab.
time frost linnorms have reached the age category of adult, they can orate battle plans the eldest in the family develops.
communicate with any creature with an intelligence of 2 or better. The smaller the number of frost linnorms encountered, the older they
wlll be. Single linnorms encountered will always be of the venerable cat-
Combat: More intelligent than most other linnorms, the frost linnorms egotry or older, as only the oldest of linnorms are without family-their
spend months scheming and plotting against human settlements they mates dead ahd their offspring long since left to start their own families.
discover, playing out the battles in their minds until all the strategies are Frost linnorms bury their treasure within their lairs, usually beneath
worked out. Then the linnorms attack in the winter when the weather is
on their side. Unless somehow taken by surprise, frost linnorms will
avoid fighting without such plans. DMs should take such planning into
account and should work out details of an attack to make it as efficient
sheets of ice that would be difficult for trespassers to locate or move.
They value gems, iewelry, and coins, Howèver, they especially prize
wofl€ of att. Some objects they consider too beautiful to hide with their
fttasure hoard, and these they place carefully about their lair so they
o
and deadly as possible. can be admired.
Frost linnorms play upon their virtims' weaknesses, a¡d always use
breath weapons, runes, and magical abillties before physically fighting. Dcologyr Frost linnorms requlre llttle sustendnce and do not eat the
Further, they will employ any maglcal itenrs they can use ftom their lairs creatües they kill. Sages believe these llnnorms gain nourishment from
against their chosen foes. Frost lirurorms prefet to attack from any loca- inhaling frigid winds. They seem especially fond of early moming snow
tion that wül put their foes at a disadvantage. They also attempt to keep falls, þing on their bacla with their mouths open to catch the most suc-
their foes fighting on ice, increasing their chances of keeping the oppo- culent flakes.
Age Body Lgt.('l Tatl Lgt.('f AC Breath Weapon Rune¡ MR Treasure Type XP Value
1 1.-"12 3-12 -1 ldlO + 1 Nil 70% 6,000
2 1,2-23 12-27 3d10 + 2 NiI 1.5% Zx2 8,000
3 23-42 2L-30 5dl0 + 3 NI 2t% Zx3 9,000
4 42-6'J. 30-49 -4 7dl0 +4 1 25% Zx4 1 1,000
5 61-80 49-68 _q 9dl0 + 5 1 3Õ96 Zx5 12,000
6 80-99 68-87 -6 11d10 +6 2 35% Zx6 13,000
7 99-178 87-1.06 -7 13d10 +7 z 40% Zx7 14,000
10
11
12
I
9
LL8-L37
137-1.56
756-765
765-774
174-783
1.06-125
125-1-44
744-153
1.53-1.62
762-1.71
-8
-9
-10
-LL
-L2
15d10
17d10
19d10
21d10
23d10
+I
+9
+
+
+
l0
11
'J.2
3
3
4
4
5
45%
50%
55%
60%
65%
Zx8
Zx9
Zx70
Zxll
Zx12
16,000
77,000
18,000
19,000
21,000
I
@1992 TSR, lnc. All Rights Reserv€d.
22 JUNE 1992
Linnorffi, Dread
CLIMATE/TERRAIN: AnV
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Anv
DIET: 5pecral
INTELLIGENCE: Highþ (ßaa)
TREASURE: Special
ALIGNMENT: Chaotic evil
NO. APPEARING: 1 (5% o12)
-e
HIT DICE: 20 (base)
Ag? Body Lgt.(') Tatl Lgt.('| AC Breath Weapon Wzard Spellr MR Trearure TSrpe XP Value
3-24 3-24 -7 2d8+1 1 40% r¿H c 13,000
t 2542 25-42 -2 4d8+2 2 45% H,S 14,000
J 43-57 43-57 .J 6d8+3 3 50% H^S 15,000
4 58-76 58-76 -4 8d8+4 31 ss% H,S 77,000
c 77-96 77-96 -5 10d8 + 5 321 60% H,Sx2 18,000
b 97-107 97-707 -6 12d8 + 6 432 6516 H,Sx2 20,000
7 708-729 108-129 -7 74d8 + 7 5331 70% H,Sx2 21,000
I 130-156 130-15ó -8 16d8+8 5432 75% H,Sx3 23,000
9 757-786 157-786 -9 18d8 + 9 6 443 80% H,Sx3 24,000
10 787-217 787-277 -10 20d8 + 10 64441 85% H,Sx3 26,000
11 278-237 278-237 -1.7 22d8 + 77 75442 90% H,Sx4 27,000
72 238-265 238-265 -72 24d8 + 12 75543 95% H,Sx4 28,000