Tarn Linnorm
Creature 20 (uncommon) — acid, amphibious, dragon
CrasherAnvilLANDAQUATICAERIALdragonacid
Although more powerful linnorms exist, the multi-headed tarn linnorm can wreak an awe-inspiring amount of devastation. 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 and deadly powers that often rival more noto
Source: pathfinder-monster-core
Perception +35; darkvision, scent (imprecise) 60 feet
Languages aklo, draconic, fey
Skills acrobatics +32, athletics +38, stealth +34
Str
+10
Dex
+6
Con
+8
Int
-1
Wis
+7
Cha
+8
AC 46 (all-around vision)
Fort +36
Ref +32
Will +31
+1 status to all saves vs. magic
HP 400 (regeneration 15 (deactivated by cold iron))
Immunities acid, curse, paralyzed, sleep
Weaknesses cold-iron 15
Speed 35 feet, fly 100 feet, swim 80 feet (unfettered movement)
Offense
Melee Jaws (magical, reach-30, unarmed) +38, Damage 4d12+18 piercing plus Tarn Linnorm Venom
Melee Claw (agile, magical, reach-30, unarmed) +38, Damage 4d8+18 slashing
Melee Tail (agile, magical, reach-30) +38, Damage 4d6+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.
All-Around Vision — This monster can see in all directions simultaneously and therefore can't be flanked.
+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.
Curse of Death (curse, death, primal) — When a creature slays the tarn linnorm, it must succeed at a DC 46 Will save or it can no longer recover Hit Points via any means, such as healing spells, the Medicine skill, or natural healing from rest. This has an unlimited duration.
Reactive Strike (Tail Only) —
Constrict — 3d6+18 bludgeoning, DC 44 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.
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.
Corrosive Breath (acid, poison, primal) — The tarn linnorm can expel either a 120-foot line or a 60-foot cone of acid, dealing 20d6 acid damage to creatures within the area (DC 44 Reflex save).
The linnorm can't use Corrosive Breath or Double Breath again for 1d4 rounds.
The acid creates toxic fumes. At the beginning of the linnorm's next turn, those who failed the breath weapon's Reflex save must succeed at a DC 42 Fortitude or gain Sickened 4 from the poisonous fumes.
The linnorm can't use Corrosive Breath or Double Breath again for 1d4 rounds.
The acid creates toxic fumes. At the beginning of the linnorm's next turn, those who failed the breath weapon's Reflex save must succeed at a DC 42 Fortitude or gain Sickened 4 from the poisonous fumes.
Double Bite — The tarn linnorm Strides and then makes a jaws Strike with each of their heads, each against a different target. Both attacks count toward the tarn linnorm's multiple attack penalty, but the multiple attack penalty doesn't increase until after the tarn linnorm makes all of these attacks.
Double Breath — The tarn linnorm uses Corrosive Breath twice. A creature attempts only one save and can take damage only once.
The linnorm can't use Corrosive Breath or Double Breath again for 2d4 rounds.
The linnorm can't use Corrosive Breath or Double Breath again for 2d4 rounds.
Tarn Linnorm Venom (acid, injury, poison) — Saving Throw DC 44 Fortitude
Maximum Duration 10 rounds
Stage 1 7d6 acid damage and Drained 1 (1 round)
Stage 2 11d6 acid damage and Drained 2 (1 round)
Maximum Duration 10 rounds
Stage 1 7d6 acid damage and Drained 1 (1 round)
Stage 2 11d6 acid damage and Drained 2 (1 round)
Improved Grab —
Primal Innate Spells DC 42, attack +34
6th Truesight (Constant)
4th Unfettered Movement (Constant)
WORKS WELL WITH
SniperLAND / AQUATIC / AERIALA ranged attacker stays outside the breath weapon's line or cone footprint while still contributing steady damage.
SnareLAND / AQUATIC / AERIALA controller that spreads the party thin reduces how many targets a single breath attack can catch at once.
WeaverLAND / AQUATIC / AERIALA caster layering ongoing acid or poison damage stacks with the venom's escalating stages.
PUNISHES
✖ clumping✖ flanking✖ melee reliance✖ overextension near breath range
Avoid stacking with another Crasher relying on a large area attack; the party only needs to solve one big breath-weapon footprint.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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