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Ice Linnorm

Creature 17 (uncommon) — cold, dragon

AnvilCrasherLANDAQUATICAERIALdragoncold

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; darkvision, scent (imprecise) 60 feet, truesight 60 feet
Languages aklo, draconic, fey
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 +1 status to all saves vs. magic
HP 330 (regeneration 10 (deactivated by cold iron))
Immunities cold, curse, paralyzed, sleep
Weaknesses cold-iron 15, fire 10
Speed 35 feet, fly 100 feet, swim 40 feet (unfettered movement)

Offense

Melee Jaws (magical, reach-25, unarmed) +34, Damage 3d12+17 piercing plus Ice Linnorm Venom
Melee Claw (agile, magical, reach-20, unarmed) +34, Damage 3d8+17 slashing
Melee Tail (agile, magical, reach-25) +34, Damage 3d6+17 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 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)
Constrict — 2d6+18 bludgeoning, DC 38 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.
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 Escape 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
Primal Innate Spells DC 38, attack +30
6th Truesight (Constant)
4th Unfettered Movement (Constant)

WORKS WELL WITH

SniperLAND / AERIALA ranged attacker stays outside this reach predator's threatened area while its Reactive Strike and Constrict keep melee allies occupied.
SnareLAND / AQUATICA controller that pins a fleeing target guarantees the Icemire Breath cone catches them before they can Step clear.
FlankerLANDA mobile skirmisher can reposition to a flank while this brute's reach and venom keep the front line locked in place.

PUNISHES

✖ melee reliance✖ clumping✖ low Fortitude✖ standing still
Stacking another Anvil is redundant, since this brute already commands a huge threatened area with reach and Reactive Strike.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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