Linnorm, Corpse Tearer (CR 28)
Alignment: Always chaotic evil
Initiative: -1 (Dex); Senses: blindsense 120 ft., keen senses, Listen +38, and Spot +38
Languages: Draconic and Abyssal
AC: 33 (-4 size, -1 Dex, +28 natural) touch 5, flat-footed 33
Hit Dice: 28d12+224 (406 hp); DR: 20/magic
Fort +24, Ref +13, Will +21
Speed: 60 ft., burrow 50 ft., fly 90 ft. (good), swim 50 ft.
Space: 20 ft./15 ft.
Base Attack +15; Grapple +39
Attack: Bite +37 melee and 2 claws +35 melee and tail slap +35 melee
Full Attack: Bite +37 melee and 2 claws +35 melee and tail slap +35 melee
Damage: Bite 4d6+13 plus energy drain, claw 2d8+6, tail slap 2d8+19
Special Attacks/Actions: Breath weapon, crush 4d6+19, energy drain, spell-like abilities, spells, tail sweep 2d6+19
Abilities: Str 36, Dex 9, Con 26, Int 17, Wis 20, Cha 19
Special Qualities: immunities, SR 3
Feats: Alertness; Awesome Blow; Cleave; Enlarge Spell; Flyby Attack; Improved Bull Rush; Multiattack; Power Attack; Quicken Spell-Like Ability; Snatch
Skills: Bluff +35, Concentration +39, Diplomacy +8, Hide +18, Intimidate +6, Knowledge (arcana) +34, Listen +38, Search +34, Sense Motive +36, Spellcraft +36, Spot +38, and Swim +21
Advancement: 29-34 HD (Gargantuan)
Climate/Terrain: Any land
Treasure/Possessions: Double standard
Monster Manual II
Breath Weapon (Su): As a standard action, a corpse tearer can breathe either paralysis or disease, each as either a 60-foot cone or a 120-foot line. Lines are always 5 feet high and 5 feet wide, and cones areas high and wide as they are long. The paralysis breath forces each living creature caught in its area to succeed at a Fortitude saving throw (DC 32) or be paralyzed for 1d6+12 rounds. Every living creature caught in the area of the corpse tearer's disease breath must succeed at a Fortitude save (DC 32) or contract linnorm fever. The incubation period is 12 hours, and the disease deals 1d6 points of Strength damage and 1d3 points of Constitution damage (see Disease in Chapter 3 of the DUNGEON MASTER'S Guide) Using a breath weapon is a standard action. Once a linnorm breathes, it must wait 1d4 rounds before using a breath weapon again, no matter how many kinds it has. A blast from a breath weapon always starts at the linnorm's mouth and extends in a direction of its choice.
Energy Drain (Su): Any living creature hit by a corpse tearer's claw gains one negative level. For each negative level bestowed, the corpse tearer heals 5 points of damage. If the amount of healing is more than the damage the creature has taken, it gains any excess as temporary hit points. If the negative level has not been removed (with a spell such as restoration) before 24 hours have passed, the afflicted opponent must succeed at a Fortitude save (DC 28) to remove it. Failure means the opponent's level (or Hit Dice) is reduced by one.
Spell-Like Abilities: At will - fly; 1/day - animate dead, control undead, darkness, dimension door, enervation, etherealness, protection from good, speak with dead, spectral hand, vampiric touch, water breathing. Caster level 15th; save DC 14 + spell level.
Spells: A corpse tearer can cast divine spells as a 17th-level cleric. It has access to spells from the Destruction and Evil domains (spells/day 6/7/6/6/6/5/4/3/2/1; save DC 15 + spell level.)
Feats: A creature that is flung by a corpse tearer after being snatched travels 110 feet and takes 11d6 points of damage. If the corpse tearer is flying, the creature takes this damage or the appropriate falling damage, whichever is greater.
Crush (Ex): A flying linnorm can land on opponents three or more size categories smaller than itself as a standard action. A crush attack affects as many creatures as can fit under the linnorm's body. Each creature in the affected area must succeed at a Reflex save (DC equal to that for the linnorm's breath weapon) or be pinned, automatically taking the given amount of bludgeoning damage. Thereafter, if the linnorm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.
Tail Sweep: A linnorm can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than the linnorm within a 20-foot-radius half-circle centered on the linnorm's rear. Each affected creature that fails a Reflex save (DC equal to that for the linnorm's breath weapon) takes the given amount of damage; a successful save halves the damage.
Blindsight (Ex): A linnorm can ascertain its surroundings by non-visual means (mostly hearing and scent, but also by noticing vibration and other environmental clues. This ability enables it to discern objects and creatures within 120 feet. A linnorm usually does not need to make Spot or Listen checks to notice creatures within range its blindsight.
Immunities: A linnorm is immune to sleep and paralysis effects.
Keen Senses (Ex): A linnorm sees four times as well human in low-light conditions and twice as well in norm light. It also has darkvision with a range of 120 feet.