16 (natural armor)
186 (12d20 + 60)
walk 40 ft., burrow 30 ft.
str +11, dex +7, con +10
perception +7, stealth +7
bludgeoning, Piercing or Slashing damage from nonmagical attacks
Poison
Poisoned
darkvision 120 ft., tremorsense 120 ft.
Draconic
14
+5
The lindwyrm is immune to all nonmagical diseases.
If the lindwyrm fails a saving throw, it can choose to succeed instead.
The lindwyrm makes three attacks: one with its bite and two with its claws. The lindwyrm can substitute a swallow attack for one of its claw attacks.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 22 (3d10 + 6) piercing damage and the target must make a DC 18 Constitution saving throw, takingĀ 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. On a hit, the target is also grappled (escape DC 18). Until this grapple ends, the target is restrained, and the lindwyrm can't bite another target.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one Huge or smaller creature the lindwyrm is grappling. Hit: 22 (3d10 + 6) piercing damage, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the lindwyrm, and it takes 27 (6d8) acid damage at the start of each of the lindwyrm's turns. The lindwyrm can have only one target swallowed at a time. If the lindwyrm takes 40 damage or more on a single turn from the swallowed creature, the lindwyrm must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the lindwyrm. If the lindwyrm dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
The lindwyrm can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The lindwyrm regains spent legendary actions at the start of its turn.
The lindwyrm makes a claw attack.
The lindwyrm burrows its speed and comes up beneath a target touching the ground, making a bite attack. This movement does not provoke opportunity attacks.