Pathfinder Society
menutop

Discuss the Pathfinder Roleplaying Game on our messageboards.

Purchase the Pathfinder Core Rulebook or Bestiary.

Need to report a problem? Please let us know by posting in this thread.

Linnorm, Crag

This immense, wingless dragon rears up on a serpentine body. Its triple tail and powerful talons swipe at the air.

Crag Linnorm CR 14

XP 38,400

CE Gargantuan dragon

Init +8; Senses darkvision 120 ft., low-light vision, scent, true seeing; Perception +22

Defense

AC 29, touch 10, flat-footed 25 (+4 Dex, +19 natural, –4 size)

hp 202 (15d12+105); 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 25, Int 5, Wis 18, Cha 21

Base Atk +15; CMB +31 (+35 grapple); CMD 45 (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

Ecology

Environment cold hills

Organization solitary

Treasure triple

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 points of fire damage to all creatures struck (Reflex DC 24 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 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 that does 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's 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. The save DC is Constitution-based.

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 24; frequency 1/round for 10 rounds; effect 2d6 fire damage and 1d4 Con drain; cure 2 consecutive saves. The save DC is Constitution-based.

True Seeing (Ex) A crag linnorm has constant true seeing, as per the spell of the same name.

Like all linnorms, the deadly crag linnorm is a powerful, primeval dragon, a denizen of the wild regions far north of where most civilizations dare to tread. The crag linnorm is among the weakest of its kind, yet still a devastating predator in its own right. Favored, if not by the gods, then by some primal intelligence of the mysterious world of the fey, the linnorm bestows a powerful curse on any who manage to slay it. A crag linnorm is 60 feet long and weighs 12,000 pounds.

Linnorm, Ice

A snake-like, dragon-headed monster of tremendous size rises up, drifts of snow and ice tumbling from its coiling flanks.

Ice Linnorm CR 17

XP 102,400

CE Colossal dragon

Init +10; Senses darkvision 120 ft., low-light vision, scent, true seeing; Perception +26

Defense

AC 32, touch 8, flat-footed 26 (+6 Dex, +24 natural, –8 size)

hp 279 (18d12+162); regeneration 10 (cold iron)

Fort +20, Ref +19, Will +16

Defensive Abilities freedom of movement; DR 15/cold iron; Immune cold, curse effects, mind-affecting effects, paralysis, poison, sleep; SR 28

Offense

Speed 40 ft., climb 40 ft., fly 100 ft. (average), swim 40 ft.

Melee bite +24 (3d8+14/19–20 plus poison), 2 claws +24 (2d6+14), tail +19 (3d6+7 plus grab)

Space 30 ft.; Reach 30 ft.

Special Attacks breath weapon, constrict (tail, 3d6+21), death curse

Statistics

Str 38, Dex 22, Con 29, Int 5, Wis 20, Cha 23

Base Atk +18; CMB +40 (+44 grapple); CMD 56 (can't be tripped)

Feats Blind-Fight, Combat Reflexes, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike

Skills Climb +43, Fly +19, Perception +26, Swim +22

Languages Aklo, Draconic, Sylvan

Ecology

Environment cold hills and mountains

Organization solitary

Treasure triple

Special Abilities

Breath Weapon (Su) Once every 1d4 rounds as a standard action, an ice linnorm can expel a 60-foot cone of freezing, viscous ooze, dealing 18d8 points of cold damage to all creatures struck (Reflex DC 28 halves). The freezing ooze clings to those struck, and 1 round later the ooze hardens into thick sheets of ice. Creatures that were damaged are frozen motionless unless they can break free with a DC 25 Strength, Escape Artist, or combat maneuver check. Each round a creature remains frozen it takes 1d6 points of cold damage. Another creature can free a frozen target by tearing away the ice (this takes 1d4 rounds) or dealing at least 20 points of fire damage to the frozen target. Left unattended, the ice crumbles away in 2d4 rounds on its own. Creatures with the fire subtype cannot be frozen in place by this breath weapon. Flying creatures that don't have supernatural flight fall if frozen, and swimming creatures that are frozen rise toward the surface of the water at a speed of 60 feetper round. The save DC is Constitution-based.

Death Curse (Su) When a creature slays an ice linnorm, the slayer is affected by the curse of frost.Curse of Frost: save Will DC 25; effect creature gains vulnerability to cold. The save DC is Charisma-based.

Freedom of Movement (Ex) An ice 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 28; frequency 1/round for 10 rounds; effect 4d6 cold damage and 1d6 Con drain; cure 3 consecutive saves. The save DC is Constitution-based.

True Seeing (Ex) An ice linnorm has true seeing, as the spell of the same name. This effect cannot be dispelled.

The ice linnorm dwells amid glacial crevasses and atop wind-blasted mountain peaks—tales speak of climbers unwittingly clambering over the flanks of a particularly immense ice linnorm coiled around a mountain, only to find death at its furious fangs and claws at the summit of their goal. During the fiercest winters, ice linnorms are said to slither down to the lowlands to eat entire villages.

An ice linnorm is 90 feet long and weighs 18,000 pounds.

Linnorm, Tarn

This nightmarishly huge, snake-like dragon possesses two equally fearsome heads. Its twin jaws seethe with acid and poison.

Tarn Linnorm CR 20

XP 307,200

CE Colossal dragon (aquatic)

Init +12; Senses all-around vision, darkvision 120 ft., low-light vision, scent, true seeing; Perception +40

Defense

AC 36, touch 10, flat-footed 28 (+8 Dex, +26 natural, –8 size)

hp 385 (22d12+242); regeneration 15 (cold iron)

Fort +24, Ref +23, Will +20

Defensive Abilities freedom of movement; DR 20/cold iron; Immune acid, curse effects, flanking mind-affecting effects, paralysis, poison, sleep; SR 31

Offense

Speed 40 ft., fly 100 ft. (average), swim 80 ft.

Melee 2 bites +30 (3d8+16/19–20 plus poison), 2 claws +30 (2d6+16), tail +25 (3d6+8 plus grab)

Space 30 ft.; Reach 30 ft.

Special Attacks breath weapon, constrict (tail, 3d6+24), death curse

Statistics

Str 42, Dex 26, Con 32, Int 7, Wis 25, Cha 27

Base Atk +22; CMB +46 (+50 grapple); CMD 64 (can't be tripped)

Feats Awesome Blow, Blind-Fight, Combat Reflexes, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Overrun, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike

Skills Fly +25, Perception +40, Stealth +17, Swim +49; Racial Modifier +8 Perception

Languages Aklo, Draconic, Sylvan

SQ amphibious

Ecology

Environment cold lakes and swamps

Organization solitary

Treasure triple

Special Abilities

All-Around Vision (Ex) A tarn linnorm's two heads grant it a +8 racial bonus on Perception checks. It cannot be flanked.

Breath Weapon (Su) Once every 1d4 rounds as a standard action, a tarn linnorm can expel a 120-foot line or a 60-foot cone of acid, dealing 22d8 points of acid damage to all creatures struck (Reflex DC 32 halves). This acid creates toxic fumes when it consumes organic material—on the round after a creature takes acid damage from this attack, it must make a DC 32 Fortitude save or take 2d6 points of Strength damage from the poisonous fumes (this secondary effect is a poison effect). As a full-round action, the linnorm may breathe acid with one head and bite with the other (but not use its other weapons). Alternatively, as a full-round action, it can breathe acid from both heads to create two adjacent 60-foot-long cones or two separate 120-foot-long lines. In this case it cannot use its breath weapon again for 2d4 rounds. The save DC is Constitution-based.

Death Curse (Su) When a creature slays a tarn linnorm, the slayer is affected by the curse of death.Curse of Death: save Will DC 29; effect creature can no longer be affected by healing spells and does not heal damage naturally from rest. The save DC is Charisma-based.

Freedom of Movement (Ex) A tarn linnorm is under the constant effect of freedom of movement, as the spell of the same name. This effect cannot be dispelled.

Poison (Su) Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 6d6 acid damage and 1d8 Con drain; cure 3 consecutive saves. The save DC is Constitutuion-based.

True Seeing (Ex) A tarn linnorm has true seeing, as the spell of the same name. This effect cannot be dispelled.

Although legends speak of even more powerful linnorms, it's hard to believe after witnessing the devastation a two-headed tarn linnorm can wreak. Content to slumber away the centuries at the bottom of dark mountain lakes, the tarn linnorms are true horrors that even the mightiest of heroes fear.

A tarn linnorm is 120 feet long and weighs 24,000 pounds.