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Fjord Linnorm

Creature 16 (uncommon) — amphibious, dragon

Pre-Remaster content. May include legacy alignment.

Fjord linnorms make their homes in damp caves behind ice-cold waterfalls in the river-veined coastal reaches of the north. While they may appear graceful as they swim up the fjords for which they're named, they are as vile as any other of their species and take pleasures in capsizing river boats before gobbling up their terrified crews.

Source: pathfinder-bestiary-2 (Pre-Remaster)

Perception +28
Skills acrobatics +27, athletics +33, stealth +29
Str
+9
Dex
+5
Con
+8
Int
-3
Wis
+6
Cha
+7
AC 40 Fort +30 Ref +28 Will +24
HP 315
Immunities cold, curse, paralyzed, sleep
Weaknesses cold-iron 15
Speed 35 feet, fly 75 feet, swim 50 feet

Offense

Melee Jaws +33, Damage 3d12+17 piercing
Melee Claw +33, Damage 3d10+17 slashing
Melee Tail +33, Damage 3d6+15 bludgeoning

Abilities

Constant Spells — Constant Spells
+1 Status to All Saves vs. Magic
Regeneration 10 (Deactivated by Cold Iron) — Regeneration
Attack of Opportunity (Tail Only) — Tail only Attack Of Opportunity
Curse of Stolen Breath (curse, primal, water) — When a creature slays a fjord linnorm, it must succeed at a DC 41 Will save or become unable to ever breathe underwater (either via a natural ability or a spell such as water breathing). In addition, the victim can hold its breath only half as long as normal, and whenever it holds its breath it becomes Sickened 2.
Breath Weapon (cold, primal) — The fjord linnorm expels a 120-foot line of icy bile, dealing 17d6 cold damage to creatures within the area (DC 37 Reflex save). Any creature that fails its save is covered by the ice, which freezes and fuses with the creature's skin, giving it a –10-foot penalty to Speed. A creature can Escape or Force Open the ice (DC 34) to free itself; otherwise, the ice remains for 1 minute. The fjord linnorm can't use Breath Weapon again for 1d4 rounds.
Fjord Linnorm Venom (cold, poison) — Saving Throw DC 37 Fortitude Maximum Duration 10 rounds Stage 1 4d6 cold damage and Clumsy 1 (1 round) Stage 2 6d6 cold damage and Clumsy 2 (1 round)
Improved Grab — Improved Grab

Spells

Freedom of Movement (Constant) (rank 7)
True Seeing (Constant) (rank 6)

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