The Adventure of the Sea Wyrms


Linnorm, Sea

CLIMATE/TERRAIN: Any fresh or salt water
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Herbivore
INTELLIGENCE: Exceptional (15-16)
TREASURE: Special
ALIGNMENT: Lawful evil
NO. APPEARING: 1 (5% of 2)
ARMOR CLASS: -2 (base)
MOVEMENT: 9, Sw 24
HIT DICE: 13 (base)
THACO: 7 (at 13 HD)
NO. OF ATTACKS: 1 bite/1 tail slash + special
DAMAGE/ATTACKS: 3d10/2d10
SPECIAL ATTACKS: Spells, breath weapon, capsize ships, surprise
SPECIAL DEFENSES: Spells
MAGIC RESISTANCE: Variable
SIZE: G (48' tease)
MORALE: Fanatic (17-18) XP
VALUE: Variable

Sea linnorms are coldly vicious, hating all humans and demihumans. They constantly plot to destroy human shipping, constructions, and settlements. Sea linnorms view humans and demihumans as a threat to all marine life.

A hatching sea linnorm is nearly translucent. As the linnorm ages, its scales become pearly and thick, and they shift color based on the linnorm's will. From the young age and on, the linnorm is able to make its scales shift to whatever color desired, as if it were a chameleon. All sea linnorms have long barbed tails that they employ in combat.

Sea linnorms speak their own language, can communicate with all sea life, and have a 5% chance per age category of learning how to speak any human or demihuman language. They can breathe air or water at will.

Combat: At sea, these linnorms' favorite form of attack is to come up beneath ships to capsize them. Only sea linnorms of young age or older will do this. The attacked ship must make a seaworthiness roll as per the Dungeon Master's Guide, page 126. A modifier for the linnorm's size is subtracted from the roll, the modifier equaling the linnorm's combat modifier multiplied by five. Thus, a Viking longship attacked by an old sea linnorm has a [60 - (8 x 5) = ] 20% chance to avoid capsizing. Sea linnorms use breath weapons, spells, and special abilities to kill any surviving humans, attacking physically only if necessary.

To attack humans along the coast, the linnorms slither out of the sea at night, then let loose with spells, magical abilities, and breath weapons at structures and ships. They then attack any survivors, using breath weapons, bites, and tail strikes. If seriously wounded, they will retreat to the sea again - but will plot vengeance all the time.

Breath Weapon/Special Abilities: The breath of sea linnorms is a cloud of caustic acid droplets that is 60' long, 60' wide, and 30' high. All those caught within the cloud must save vs. breath weapon for half damage. This breath weapon cannot be employed underwater. A sea linnorm casts its spells at a level equal to eight plus its combat modifier. Spells they acquire must come from only the Animal, Elemental, and Weather priest spheres.

Sea linnorms gain the following abilities as they age, each usable twice a day: very young - wall of fog; young - fog cloud; juvenile - gust of wind; young adult - solid fog; adult - airy water; mature adult - death fog; old - raise water; very old - part water; venerable - transmute dust to water; wyrm - reverse gravity; great wyrm - shape change.

The linnorm's ability to change the color of its scales also aids it. The sea linnorm has a chance equal to its magic resistance to be unseen when attempting to blend in with its surroundings, allowing a + 4 to the roll to surprise foes.

Habitat/Society: Sea linnorms are found in the waters surrounding Scandinavia and in waters near Permia, Greenland, Scotland, and Ireland. It is rumored they can be found as far south as north Africa.

While they can maneuver equally well above or below the waves, they spend most of their days underwater, surfacing to attack humans and demihumans. The lair of a sea linnorm is always found far underwater, usually in multichambered sea-floor caves. Sea linnorms of mature adult and older stages frequently have 1-4 giant squid, 2-4 giant sea turtles, or a kraken guarding their lairs.

The linnorms hide treasure in the recesses of these caves, hoarding gold, silver, and especially gems, jewelry, and objects of art. Such lairs likely also contain "prizes" from battle: anchors, sails, and other parts of boats or docks.

Ecology: Despite their great size, sea linnorms require little food. Being herbivores, they eat primarily sea plants and are especially fond of dried seaweed, gathering it and placing it on rocky shores, then waiting for it to become its tastiest in the afternoon sun.

Age Body Lgt.(') Tail Lgt.(') AC Breath Weapon Wizard Spells MR Treasure Type XP Value
1 1-12 12-32 1 2d10+1 Nil 15% Nil 5,000
2 12-23 32-43 0 4d10+2 1 20% 1/2D 11,000
3 23-42 43-62 -1 6d10+3 2 25% 1/2D 15,000
4 42-61 62-81 -2 8d10+4 2 1 30% D 16,000
5 61-80 81-100 -3 10d10+5 2 1 1 35% D,A 18,000
6 80-99 100-119 -4 12d10+6 2 2 1 40% D,A,B 19,000
7 99-118 119-138 -5 14d10+7 2 2 2 1 45% D,A,Bx2 20,000
8 118-137 138-157 -6 16d10+8 2 2 2 2 50% D,A,Bx2 21,000
9 137-156 157-176 -7 18d10+9 3 2 2 2 55% D,A,Bx2 22,000
10 156-165 176-185 -8 20d10+10 3 3 2 2 60% D,A,Bx3 23,000
11 165-174 185-194 -9 21d10+11 3 3 3 2 65% D,A,Bx3 24,000
12 174-183 194-203 -10 23d10+12 3 3 3 3 70% D,A,Bx4 25,000





The Mers want to eliminate this nest of mosters to free up an area for further expansion of farm (Kelp) lands.

2 - Young (7-8 HD)   HP: 46 - HP: 52
2 - Adult (11-12 HD),  HP: 61 - HP: 86
1 - Ancient (13-14 HD) HP: 99


Sea Wyrm
CLIMATUTERRAIN Tropical and subtropical seas
FREQUENCY: Rare
ORGANIZATION solitary
ACTIVITY CYCLE h Y DIET: omnivore
INTELLIGENCE: Low (5-7)
TREASURE Nil (Rx2)
ALIGNMENT: Chaotic neutral
NO. APPEARING 1-3
ARMOR CLASS 5
MOVEMENT: 9, Sw 18
HIT DICE Young (7-8 HD),  Adolescent 9-10 HD), Adult (11-12 HD),  Ancient (13-14 HD)
THACO  7-8 HD: 13, 9-10 HD 11, 11-12 HD 9, 13-14 HD: 7
NO. OF ATTACKS 1
DAMAGE ATTACK2d6 (bite) or 3d8 (constriction)
SPECIAL A’ITACKS
Breath weapon (sleep 3d8 rds),
swallow (i f adult or ancient)
SPECIAL DEFENSES Nil
MAGIC RESISTANCE: Nil
SIZE L (up to 12’ long) if 7-10 HD,
MORALE Champion (15-16)
XP VALUE 7-8 HD 1,400
s

Sea wyrms are elongated legless and wingless sea dragons found in tropical and subtropical seas. Probably one of the sources for the tales of legendary sea serpents, these lazy crea- tures rarely attack anyone or anythmg not intrudlng on their territoq? They are usually serene and majestic, often venturing quite close to land if left undisturbed. Occasionally, a family of sea wyrms will be seen traveling together by sailors who ven- ture into deeper seas.
Combat Sea wyrms grow larger, but not particularly stronger, as they age; thus, the bite and constriction of a young sea wyrm are just as damaging as that of its elders. Though they are normally nonaggressive, sea wyrms will attack ships or creatures who invade what they consider to be their temtory. All sea wyrms can bite for 2d6 points of damage and constrict for 3d8 points. If attacking a ship, every 10 points of constric- tion damage acts as 1 hull point against the vessel. If the ship is smaller than the sea wyrm, the wyrm can completely enar- cle the en& vessel, roll it over, and drag it beneath the waves. Because of this, they are greatly feared by fishermen and oth- ers who usually have smaller boats.
Adult and ancient sea wyrm have other attacks as well. If they make a bite attack and score 5 more than they need to hit, they have swallowed their prey whole. The victim takes normal damage (2d6) fmm the bite and an additional 2d6 paints of dam- age p” round thereafter from stomach acids. The usual methds may be employed to escape from the creature’s stomach. At any time an adult or ancient sea wyrm may choose to forgo its normal attack and use its breath weapon instead. This is a cone of sleep gas 5 feet wide at the base, 30 feet wide at the far end, and reaching 30 feet. Those caught in the cone must save vs. breath weapon or fall asleep for 3 to 24) rounds. The wyrm can use this attack only once per day HabitaUSociety: Sea wyrms lair in underwater caves or in remote caves on islands. They can breathe equally well in air or water and move about on land by slithering like a snake.
They eat just about anything but are particularly fond of fish and fruit. They have been known to slither around a fruit tree and constrict it in an attempt to get at fruit which is beyond their normal reach.
Sea wyrms live in small family groups until the hatchlings are old enough to forage for themselves. When three are found together, they are always a mated pair and a hatchling. Two sea wyrms found together are always a mated pair, as they mate for lie. The female produces one egg at a time, which is jealously guarded by both until the young sea wyrm hatches. If captured as hatchlings, sea wyrms make loyal and affec tionate pets for sea peoples such as merfolk, tritons, or naids. willing to fight to the death to defend their companions. Ecology: Sea wyrms claim undersea or island caves for their lairs and defend the territory around it up to about two miles. They range up to b r t y miles from home to feed. Though they produce no useful by-products, there is a growing market in sea wyrm eggs among traders who wish to raise a mobile guard to defend their ships while at sea. Some merchants deal in sea wyrm skins, which bring 1,000 to 3,000 gp.