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Taiga Linnorm

Creature 19 (uncommon) — dragon

Pre-Remaster content. May include legacy alignment.

CrasherAnvilLANDAERIALAQUATICdragonelectricity

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; darkvision, scent (imprecise) 60 feet, truesight 60 feet
Languages aklo, draconic, fey
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 +1 status to all saves vs. magic
HP 385 (regeneration 15 (deactivated by cold iron))
Immunities curse, electricity, paralyzed, sleep
Weaknesses cold-iron 15
Speed 40 feet, fly 100 feet, swim 50 feet

Offense

Melee Jaws (magical, reach-25, unarmed) +37, Damage 4d12+18 piercing plus Taiga Linnorm Venom
Melee Claw (agile, magical, reach-25, unarmed) +37, Damage 4d8+18 slashing
Melee Tail (agile, magical, reach-30) +37, Damage 5d6+18 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 15 (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.
Attack of Opportunity (Tail Only) — Tail only.

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
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
Primal Innate Spells DC 41, attack +31
9th Freedom of Movement (Constant)
8th True Seeing (Constant)

WORKS WELL WITH

FlankerLAND / AERIAL / AQUATICReach lockdown holds foes in place while a flanker exploits off-guard from opposite angles.
WeaverLAND / AERIAL / AQUATICBreath weapon area denial forces movement into a weaver's persistent spell effects.
ShadeLAND / AERIAL / AQUATICHigh-threat presence draws focus while a shade exploits distraction for undetected strikes.

PUNISHES

✖ melee reliance✖ clumping
stacking another reach-based Crasher dilutes frontline spacing and creates redundant threat overlap.
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 Bestiary 2.

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