Taiga Linnorm
Creature 19 (uncommon) — dragon
Pre-Remaster content. May include legacy alignment.
Taiga linnorms are covered in hundreds of quill-like black spines as sharp as spears. Wise hunters native to linnorm-infested lands know to watch for spines stuck in the bark of conifers-a sure sign that a taiga linnorm has recently passed through. Sometimes this means of tracking isn't enough to avoid an encounter, however; taiga linnorms, like their tarn and tor brethren, are skilled stalkers. They prefer to lurk in half-frozen bogs or swampy marshlands with their heads poking just above the w
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +33
Skills acrobatics +33, athletics +37, stealth +35
Str
+10
Dex
+6
Con
+8
Int
-2
Wis
+6
Cha
+7
AC 44
Fort +35
Ref +31
Will +29
HP 385
Immunities curse, electricity, paralyzed, sleep
Weaknesses cold-iron 15
Speed 40 feet, fly 100 feet, swim 50 feet
Offense
Melee Jaws +37, Damage 4d12+18 piercing
Melee Claw +37, Damage 4d8+18 slashing
Melee Tail +37, Damage 5d6+18 bludgeoning
Abilities
Constant Spells — Constant Spells
+1 Status to All Saves vs. Magic —
Regeneration 15 (Deactivated by Cold Iron) — Regeneration
Attack of Opportunity (Tail Only) — Tail only.
Attack Of Opportunity
Curse of Endless Storms (curse, electricity, primal) — When a creature slays a taiga linnorm, it must succeed at a DC 46 Will save or permanently gain weakness 20 to electricity.
Spines — Any creature that makes a melee attack against a taiga linnorm is stabbed by the taiga linnorm's spines and takes 1d6 piercing damage per attack. A melee weapon with reach protects the user against these spines.
Breath Weapon (electricity, primal) — The taiga linnorm breathes a 60-foot cone of electrified vapor, dealing 20d6 electricity damage to creatures in the area (DC 41 Reflex save). The electrified mist persists for 1d4 rounds, dealing 6d6 electricity damage (DC 41 Reflex save) to each creature that ends its turn in the mist.
The taiga linnorm can't use Breath Weapon again for 1d4 rounds.
Taiga Linnorm Venom (electricity, poison) — Saving Throw DC 42 Fortitude
Maximum Duration 10 rounds
Stage 1 7d6 electricity damage and Drained 1 (1 round)
Stage 2 10d6 electricity damage and Drained 2 (1 round)
Improved Grab — Improved Grab
Spells
Freedom of Movement (Constant) (rank 9)
True Seeing (Constant) (rank 8)
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