In the first part of this two-part series, you learned of the trog-kin template and how you could use it immediately in your game. Now we take that a step farther in the second part. Let’s start with some adventuring fun.
Adventure—The Hive
The encounter in the first part is merely an aperitif for coming danger, and what is worse, the troglodytes now swarming from beneath the earth can trace their lineage back to ancient times, when troglodytes raised vast cities. Led by the G’aaarkk-null-Quabith (Draconic The Lecher Gargoyle) (male troglodyte druid 7), and mounted upon an old male green dragon, the troglodytes are a force who have left the darklands to shame their kind into seizing the world of humans once more. Should this force succeed, an army lies below the world waiting to rise.
Adventure Path—The Breaking Earth
In this adventure path, the troglodytes have already been shamed into claiming back their empire by the G’aaarkk-null-Quabith, and vast forces of demon lord worshiping troglodytes plague the human lands. These troglodytes have summoned a powerful glabrezu from the Ashen Forge, who, among his army, has a trio of trog-kin crag linnorms as his personal guardians. He calls them the Trine.
In this version, the PCs hear of rampaging groups of troglodytes who move without fear. Great fissures open up beneath the ground, swallowing whole villages, and from these rise armies of troglodytes. Can the PCs defeat the Lecher Gargoyle, his dragon, and his troglodytes before heading into the abyssal flooded home of the glabrezu and his Trine to end the horror?
Crag Linnorm, Trine CR 15
XP 38,400
CE advanced Gargantuan dragon
Init +8; Senses darkvision 120 ft., low-light vision, scent, true seeing; Perception +22
Aura stench (20 ft., DC 18, 5 rounds)
DEFENSE
AC 32, touch 10, flat-footed 28 (+4 Dex, +22 natural, –4 size)
hp 217 (15d12+120); regeneration 10 (cold iron)
Fort +16, Ref +15, Will +13
Defensive Abilities freedom of movement; DR 15/cold iron; Immune curse effects, fire, mind-affecting effects, paralysis, poison, sleep; SR 25
OFFENSE
Speed 40 ft., fly 100 ft. (average), swim 60 ft.
Melee bite +23 (2d8+12/19–20 plus poison), 2 claws +23 (1d8+12), tail +18 (2d6+6 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks breath weapon, constrict (tail, 2d6+18), death curse
STATISTICS
Str 34, Dex 18, Con 27, Int 5, Wis 18, Cha 21
Base Atk +15 (+35 grapple); CMB +31; CMD 48 (can’t be tripped)
Feats Blind-Fight, Cleave, Combat Reflexes, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack
Skills Fly +16, Perception +22, Swim +38
Languages Aklo, Draconic, Sylvan
SPECIAL ABILITIES
Breath Weapon (Su) Once every 1d4 rounds as a standard action, a crag linnorm can expel a 120-foot line of magma, dealing 15d8 fire damage to all creatures struck (Reflex DC 25 halves). This line of magma remains red-hot for 1 round after the linnorm creates it. Creatures that took damage on the first round take 6d6 fire damage on the second round (Reflex DC 24 negates), as does any creature that walks across the line of magma. If the magma was expelled while the linnorm was airborne, it instead rains downward during the second round as a sheet of fire no more than 60 feet high and it deals 6d6 damage (Reflex DC 24 negates) to any creature that passes through it. On the third round, the line of magma cools to a thin layer of brittle stone that quickly degrades to powder and sand over the course of several hours; magma that has turned to a sheet of fire is consumed entirely during the second round, leaving behind only a stain of smoke in the air that swiftly disperses.
Death Curse (Su) When a creature slays a crag linnorm, the slayer is affected by the curse of fire. Curse of Fire: save Will DC 22; effect creature gains vulnerability to fire. The save DC is Charisma-based.
Freedom of Movement (Ex) A crag linnorm is under the constant effect of freedom of movement, as per the spell of the same name. This effect cannot be dispelled.
Poison (Su) Bite—injury; save Fort DC 25; frequency 1/round for 10 rounds; effect 2d6 fire damage and 1d4 Con drain; cure 2 consecutive saves.
True Seeing (Ex) A crag linnorm has constant true seeing, as per the spell of the same name.
Tactics
Before Combat The Trine exist only to protect their master. If the demon becomes aware of incursion into his lair, he sends the Trine out to attack immediately, with the linnorm rush headlong into combat, seeking out their opponents.
During Combat When the encounter opens, the Trine immediately unleash their breath weapon and continue to do so until engaged in combat.
Morale If two of the linnorm are injured below half their hit points, the entire Trine retreat, heading immediately back to their master to help him make a last stand against intruders.