Shoal Linnorm
Creature 15 (uncommon) — amphibious, dragon
Pre-Remaster content. May include legacy alignment.
Shoal linnorms occupy rocky shoreline shallows and slither along lonely coastlines. While they do not intentionally seek out large settlements, these linnorms nonetheless beleaguer fishers headed out from small coastal towns, and they may even follow skiffs back to their home port to appraise the town's defenses and plan a raid. Shoal linnorms tend to hunt large prey, both underwater and on land. Their preferred quarries includes giant squid and grizzly bears-meals rich in fat, which the linnorm
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +27
Skills acrobatics +28, athletics +31, stealth +28
Str
+8
Dex
+5
Con
+7
Int
-3
Wis
+6
Cha
+7
AC 38
Fort +29
Ref +25
Will +22
HP 295
Immunities curse, fire, paralyzed, sleep
Weaknesses cold-iron 10
Speed 35 feet, fly 100 feet, swim 100 feet
Offense
Melee Jaws +31, Damage 3d12+16 piercing
Melee Claw +31, Damage 3d8+16 slashing
Melee Tail +31, Damage 4d6+16 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 Drowning (curse, primal, water) — When a creature slays a shoal linnorm, it must succeed at a DC 38 Will save or become cursed. As long as the curse of drowning persists, the character must spend 3 actions when drinking any liquid. Attempting to drink liquid faster causes the victim to begin drowning, immediately running out of air and falling unconscious.
Breath Weapon (fire, primal, water) — The shoal linnorm exhales scalding steam that deals 12d8 fire damage in a 60-foot cone (DC 36 Reflex save). The steam lingers until the end of the linnorm's next turn; anyone who enters the area or begins their turn in the area takes 6d8 fire damage (DC 36 Reflex save negates). During this time, the steam is so thick that it impedes movement as well as sight, turning the area into difficult terrain. All creatures in the steam become Concealed, and all creatures outside the steam become concealed to creatures within it.
The shoal linnorm can't use Breath Weapon again for 1d4 rounds.
Shoal Linnorm Venom (fire, poison) — Saving Throw DC 36 Fortitude
Maximum Duration 10 rounds
Stage 1 4d6 fire damage and Enfeebled 1 (1 round)
Stage 2 6d6 fire damage and Enfeebled 2 (1 round).
Improved Grab — Improved Grab
Spells
Freedom of Movement (Constant) (rank 7)
True Seeing (Constant) (rank 6)
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