Crag Linnorm
Creature 14 (uncommon) — dragon, fire
AnvilCrasherLANDAERIALAQUATICdragonfire
Despite being among the weakest linnorms, the crag linnorm is a devastating predator, capable of quickly cooking their foes with their magma breath. Immense, primeval dragons of the northern reaches of the world, linnorms hate those they deem to be lesser creatures and seek to inflict as much suffering as possible upon their unfortunate victims. While these serpentine monstrosities might not be the powerful winged dragons most imagine, they nonetheless possess incredible strength and deadly pow
Source: pathfinder-monster-core
Perception +26; darkvision, scent (imprecise) 60 feet, truesight 60 feet
Languages aklo, draconic, fey
Skills acrobatics +22, athletics +28
Str
+8
Dex
+4
Con
+6
Int
-3
Wis
+4
Cha
+5
AC 37
Fort +28
Ref +24
Will +22
+1 status to all saves vs. magic
HP 270 (regeneration 10 (deactivated by cold iron))
Immunities curse, fire, paralyzed, sleep
Weaknesses cold-iron 10
Speed 35 feet, fly 100 feet, swim 60 feet (unfettered movement)
Offense
Melee Jaws (magical, reach-20, unarmed) +30, Damage 3d12+14 piercing plus Crag Linnorm Venom
Melee Claw (agile, magical, reach-20, unarmed) +30, Damage 3d8+14 slashing
Melee Tail (agile, magical, reach-20) +30, Damage 3d6+14 bludgeoning plus Improved Grab
Abilities
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. Magic —
Regeneration 10 (Deactivated by Cold Iron) — This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Curse of Fire (curse, fire, primal) — When a creature slays the crag linnorm, it must succeed at a DC 35 Will save or gain weakness to fire 15 with an unlimited duration.
Reactive Strike (Tail Only) —
Constrict — 2d6+14 bludgeoning, DC 34 Fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Crag Linnorm Venom (fire, injury, poison) — Saving Throw DC 34 Fortitude;
Maximum Duration 10 rounds
Stage 1 4d6 fire damage and Drained 1 (1 round)
Stage 2 6d6 fire damage and Drained 2 (1 round)
Maximum Duration 10 rounds
Stage 1 4d6 fire damage and Drained 1 (1 round)
Stage 2 6d6 fire damage and Drained 2 (1 round)
Magma Breath (fire, primal) — The crag linnorm breathes out a stream of magma in a 120-foot line that deals 12d6 fire damage to creatures within the area (DC 34 Reflex save). Any creature that fails its save also takes 4d6 persistent fire damage.
The linnorm can't use Magma Breath again for 1d4 rounds.
The magma remains until the start of the linnorm's next turn. If the linnorm was on the ground, the magma remains as a burning line on the ground directly under the line of the Magma Breath; if the linnorm was airborne, the magma rains down in a sheet 60 feet high. Any creature that moves across or through the magma takes 6d6 fire damage (DC 34 Reflex save).
At the start of the linnorm's next turn, the magma cools to a thin layer of brittle stone, or the magma rain finishes falling and turns to harmless pebbles. The cooled magma quickly degrades to powder and sand over the course of several hours.
The linnorm can't use Magma Breath again for 1d4 rounds.
The magma remains until the start of the linnorm's next turn. If the linnorm was on the ground, the magma remains as a burning line on the ground directly under the line of the Magma Breath; if the linnorm was airborne, the magma rains down in a sheet 60 feet high. Any creature that moves across or through the magma takes 6d6 fire damage (DC 34 Reflex save).
At the start of the linnorm's next turn, the magma cools to a thin layer of brittle stone, or the magma rain finishes falling and turns to harmless pebbles. The cooled magma quickly degrades to powder and sand over the course of several hours.
Improved Grab —
Primal Innate Spells DC 33, attack +25
6th Truesight (Constant)
4th Unfettered Movement (Constant)
WORKS WELL WITH
SnareLAND / AERIAL / AQUATICA controller pins targets inside the breath's line for guaranteed persistent damage.
SniperLAND / AERIAL / AQUATICRanged support finishes off targets already weakened by persistent fire and venom.
WeaverLAND / AERIAL / AQUATICAdditional debuffs compound with the venom's ongoing draining effect.
PUNISHES
✖ clumping✖ standing still✖ ranged reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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