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Starfinder – 2 Space 2 Linnorms

Last week’s conversion of Linnorms to Starfinder proved so popular I decided to come back for seconds. Of the ‘celestial body’ linnorms I proposed, the moon, planet, and star versions are, to my mind, simply starship sized creatures too massive and powerful to be faced outside of starship combat. Those are the BIG wyrms. That leaves asteroid and comet, however…

The Crag Linnorm from PF2E

ASTEROID LINNORM GRAFT

Required Creature Type: Dragon

Alignment: Chaotic evil

Traits: Linnorm subtype; darkvision 120 feet, low-light vision, scent, true seeing; immunity to acid, curse effects, mind-affecting effects, paralysis, poison, and sleep; DR 5/cold iron (CR 10+; increase to DR 10/cold iron at CR 12, DR 15/cold iron at CR 15, DR 20/cold iron at CR 17); SR 11 + CR (CR 10+); supernatural flight speed of 20 feet (+ 10 feet per 2 CR).

Abilities: Breath weapon (line 40 ft. + 10 feet per 2 CR, 1d6 B&A + 1d6 per CR), death curse (see below), graviton venom (see below), no breath, regeneration 7 (suppressed by cold iron attacks, CR 10+; increase to 10 at CR 12, 13 at CR 15, 16 at CR 17); true seeing (see below), unfettered movement (see below).

Death Curse (Su): Curse of growing inertia. When a creature slays an asteroid linnorm, it must succeed at a Will save (DC 20 + 5 per 5 CR) or permanently gain vulnerability to acid and treat all gravitational conditions as being one step higher than they actually are (so low gravity become standard, standard becomes high, and so on.)

Graviton Venom
Type poison (injury); Save Fortitude (DC 15 + 5 per per 5 CR)

Track Strength; Frequency 1/round for 6 rounds

Effect At the dead state, the victim’s body collapses in on itself, transmuting into an ultra-dense orb of neutronium. A creature that dies as a result of graviton venom can only be brought back to life by spells such as miracle, wish, or another similarly powerful effect.

Cure 2 consecutive saves

True Seeing (Su): linnorms are under a constant true seeing effect, as the spell, and can deactivate or reactivate the ability at will.

Unfettered Movement (Su): linnorms can move and attack normally even under the influence of magic that usually impedes movement, such as slow. All combat maneuver checks made to grapple them automatically fail. They automatically succeed on any checks made to escape a grapple or a pin. They are also able to move and attack normally while underwater, in zero gravity, or other environments.

The bane of miners, asteroid linnorms typically make their homes in asteroid belts and debris clouds, gathering the asteroids with the highest ore content into a makeshift horde and preying on anyone or anything that violates their territory. Enterprising prospectors have been known to negotiate with the linnorm for access and partial rights, but it’s one thing to make a deal with a linnorm and quite another to take precious metals away from it.


Linnorm art by El Grimlock for a 2011 issue of Wayfinder
https://www.deviantart.com/elgrimlock/art/Linnorm-279194929

COMET LINNORM GRAFT

Required Creature Type: Dragon

Alignment: Chaotic evil

Traits: Linnorm subtype; darkvision 120 feet, low-light vision, scent, true seeing; immunity to cold, curse effects, mind-affecting effects, paralysis, poison, and sleep; DR 5/cold iron (CR 10+; increase to DR 10/cold iron at CR 12, DR 15/cold iron at CR 15, DR 20/cold iron at CR 17); SR 11 + CR (CR 10+); supernatural flight speed of 40 feet (+ 20 feet per 2 CR).

Abilities: Breath weapon (cone 20 ft. + 10 feet per 2 CR, 1d6 P&C + 1d6 per CR), death curse (see below), comet venom (see below), no breath, regeneration 7 (suppressed by cold iron attacks, CR 10+; increase to 10 at CR 12, 13 at CR 15, 16 at CR 17); true seeing (see below), unfettered movement (see below).

Death Curse (Su): Curse of the comet. When a creature slays a comet linnorm, it must succeed at a Will save (DC 20 + 5 per 5 CR) or permanently become the center of a time crawl spell (CL equal to the CR of the linnorm).

Comet Venom
Type poison (injury); Save Fortitude (DC 15 + 5 per per 5 CR)

Track Constitution; Frequency 1/round for 6 rounds

Effect progression track is Weakened–Impaired–Debilitated–Frozen; Frozen functions as paralysis as the subject is encased in a block of supernatural ice. A creature that is frozen can be restored back to life by spells such as break enchantment, or another similarly powerful effect.

Cure 2 consecutive saves

True Seeing (Su): linnorms are under a constant true seeing effect, as the spell, and can deactivate or reactivate the ability at will.

Unfettered Movement (Su): linnorms can move and attack normally even under the influence of magic that usually impedes movement, such as slow. All combat maneuver checks made to grapple them automatically fail. They automatically succeed on any checks made to escape a grapple or a pin. They are also able to move and attack normally while underwater, in zero gravity, or other environments.

Travelers by nature, comet linnorms traditionally make their homes on the celestial bodies whose name they share, but have an innate wanderlust that compels them to ceaselessly explore. It is not unheard of to find a comet linnorm on exploratory space missions or vacation star cruises, but it is just as likely to find them wandering alone in the depths of space seeking new treasures and experiences.


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Categories: Article Writing

Jeremy Corff

Artist and Writer