Lindworm (5e Creature)
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Gargantuan dragon, neutral evil
Saving Throws Dexterity +9, Constitution +14, Wisdom +9, Charisma +11
Aggressive. As a bonus action, the lindworm can move 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 can take a bonus action to move up to half its speed and make a bite attack.
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.
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: +15 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: +15 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: +15 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +15 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.
Unbridled Fury. In response to being hit by a melee attack, the lindworm can make one melee weapon attack with advantage against the attacker.
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.
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 leave 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.
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.
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:
The region containing a lindworm's lair is warped by the lindworm's presence, which creates one or more of the following effects:
If the lindworm dies, the sinkholes remain but the other effects fade over 1d10 days.