Ice Linnorm
Creature 17 (uncommon) — cold, dragon
The ice linnorm dwells amid glacial crevasses, atop wind-blasted mountain peaks, or within glittering caverns carved from the hearts of the mightiest of icebergs. 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
Source: pathfinder-monster-core
Perception +29
Skills acrobatics +28, athletics +32
Str
+9
Dex
+5
Con
+7
Int
-3
Wis
+6
Cha
+7
AC 41
Fort +32
Ref +28
Will +27
HP 330
Immunities cold, curse, paralyzed, sleep
Weaknesses cold-iron 15, fire 10
Speed 35 feet, fly 100 feet, swim 40 feet
Offense
Melee Jaws +34, Damage 3d12+17 piercing
Melee Claw +34, Damage 3d8+17 slashing
Melee Tail +34, Damage 3d6+17 bludgeoning
Abilities
Constant Spells — Constant Spells
+1 Status to All Saves vs. Magic —
Regeneration 10 (Deactivated by Cold Iron) — Regeneration
Curse of Frost (cold, curse, primal) — When a creature slays the ice linnorm, it must succeed at a DC 40 Will save or gain weakness to cold 15 with an unlimited duration.
Reactive Strike (Tail Only) — Reactive Strike
Constrict — 2d6+18 bludgeoning, DC 38 Fortitude
Constrict
Ice Linnorm Venom (cold, injury, poison) — Saving Throw DC 38 Fortitude
Maximum Duration 10 rounds
Stage 1 5d6 cold damage and Drained 1 (1 round);
Stage 2 7d6 cold damage and Drained 2 (1 round)
Icemire Breath (cold, primal) — The ice linnorm spews out a blast of freezing, viscous ooze in a 60-foot cone that deals 15d6 cold damage to creatures within the area (DC 38 Reflex save).
The freezing ooze clings to those struck and hardens into thick sheets of ice. A creature that fails the saving throw is Immobilized by the ice until it succeeds at a check to or it or an ally Forces Open the ice (DC 34 for either case). At the start of its turn, a creature still immobilized by the ice takes 4d6 cold damage. Another creature can free a frozen target by dealing a total of 20 fire damage to the frozen target. Left unattended, the ice crumbles away in 1 minute on its own.
Creatures with the fire trait can't be frozen in place by Icemire Breath. Flying creatures fall if frozen, and swimming creatures that are frozen rise toward the surface of the water at a speed of 60 feet per round.
The linnorm can't use Icemire Breath again for 1d4 rounds.
Improved Grab — Improved Grab
Spells
Truesight (Constant) (rank 6)
Unfettered Movement (Constant) (rank 4)
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