Tor Linnorm
Creature 21 (uncommon) — dragon, fire
AnvilCrasherLANDAQUATICAERIALVERTICALdragonfire
Tor linnorms dwell in the tallest volcanic mountains, either within naturally formed caverns or molten craters. A tor linnorm's temper can be as hot and destructive as the magma the creature resembles. 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 n
Source: pathfinder-monster-core
Perception +37; darkvision, scent (imprecise) 60 feet, truesight 60 feet
Languages aklo, draconic, fey
Skills acrobatics +35, athletics +40, stealth +37
Str
+11
Dex
+8
Con
+9
Int
-1
Wis
+8
Cha
+9
AC 47
Fort +38
Ref +35
Will +33
+1 status to all saves vs. magic
HP 440 (regeneration 20 (deactivated by cold iron))
Immunities curse, fire, paralyzed, sleep
Weaknesses cold-iron 15
Speed 35 feet, climb 35 feet, fly 100 feet, swim 60 feet (unfettered movement)
Offense
Melee Jaws (magical, reach-30, unarmed) +40, Damage 4d12+19 piercing plus Tor Linnorm Venom
Melee Claw (agile, magical, reach-30, unarmed) +40, Damage 4d8+19 slashing
Melee Tail (agile, magical, reach-30) +40, Damage 4d6+19 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 20 (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 Boiling Blood (curse, fire, primal) — When a creature slays the linnorm, it must succeed at a DC 48 Will save or gain weakness to fire 20 and Slowed 1 from the agonizing pain it now endures at all times, with an unlimited duration.
As long as a character continues to suffer this curse, its slowed condition can never be reduced below slowed 1.
As long as a character continues to suffer this curse, its slowed condition can never be reduced below slowed 1.
Lava Affinity — A tor linnorm can breathe and swim freely while submerged in lava and magma.
Reactive Strike (Tail Only) —
Constrict — 3d6+21 bludgeoning, DC 46 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.
Pyroclastic Breath (fire, primal) — The tor linnorm expels a 60-foot cone of flame and ash dealing 20d6 fire damage to creatures within the area (DC 46 Reflex save).
The linnorm can't use Pyroclastic Breath again for 1d4 rounds.
At the start of the tor linnorm's next turn, the area of the Pyroclastic Breath is covered in thick, scorching smoke that burns both the lungs and eyes, dealing an additional 10d6 fire damage to all creatures in the area (DC 46 Reflex save). A creature that spends an entire round in the smoke with open eyes must succeed at a DC 44 Fortitude save or be Blinded for 1 minute.
The smoke dissipates after 1 minute; in strong winds, the smoke dissipates in 5 rounds, and in more powerful winds, it may clear even more quickly.
The linnorm can't use Pyroclastic Breath again for 1d4 rounds.
At the start of the tor linnorm's next turn, the area of the Pyroclastic Breath is covered in thick, scorching smoke that burns both the lungs and eyes, dealing an additional 10d6 fire damage to all creatures in the area (DC 46 Reflex save). A creature that spends an entire round in the smoke with open eyes must succeed at a DC 44 Fortitude save or be Blinded for 1 minute.
The smoke dissipates after 1 minute; in strong winds, the smoke dissipates in 5 rounds, and in more powerful winds, it may clear even more quickly.
Slashing Claws — The tor linnorm makes four Strikes with their claws, each against a different target. These attacks count toward the tor linnorm's multiple attack penalty, but the multiple attack penalty doesn't increase until after the tor linnorm makes all their attacks.
Tor Linnorm Venom (fire, injury, poison) — Saving Throw DC 44 Fortitude;
Maximum Duration 10 rounds
Stage 1 8d6 fire damage and Drained 1 (1 round)
Stage 2 12d6 fire damage and Drained 2 (1 round)
Maximum Duration 10 rounds
Stage 1 8d6 fire damage and Drained 1 (1 round)
Stage 2 12d6 fire damage and Drained 2 (1 round)
Improved Grab —
Primal Innate Spells DC 44, attack +36
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 busy.
SnareLAND / AQUATICA controller that pins a fleeing target lets this brute's Slashing Claws or breath land on a guaranteed position.
FlankerLAND / VERTICALA mobile skirmisher can reposition behind this brute's targets while its reach and venom keep the front line occupied.
PUNISHES
✖ clumping✖ melee reliance✖ 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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