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Crag LinnormCreature 14


UncommonGargantuanDragonFire
Source Pathfinder Monster Core
Perception +26 (darkvision, scent (imprecise) 60 feet, truesight (precise) 60 feet)
Languages Aklo, Draconic, Fey
Skills Acrobatics +22, Athletics +28
Str +8, Dex +4, Con +6, Int -3, Wis +4, Cha +5

AC 37; Fort +28; Reflex +24; Will +22; +1 status to all saves vs. magic
HP 270 (regeneration 10 (deactivated by cold iron)
Speed 35 feet (fly 100 feet, swim 60 feet)
Immunities curse, fire, paralyzed, sleep
Weaknesses Cold Iron 10

Jaws One Action +30 (+25, +20) to hit (magical, reach 20, unarmed) 3d12+14 Piercing
Claw One Action +30 (+26, +22) to hit (agile, magical, reach 20, unarmed) 3d8+14 Slashing
Tail One Action +30 (+26, +22) to hit (agile, magical, reach 20) 3d6+14 Bludgeoning

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. MagicRegeneration 10 (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 Fire (curse, fire, primal)

When a creature slays the crag linnorm, it must succeed at a DC 35 will save or gain weakness to fire 15 with an unlimited duration.

Effect: Curse of Fire

Reactive Strike (Tail Only) Reaction

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.

Constrict One Action

(2d6+14) bludgeoning, DC 34 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.

Crag Linnorm Venom (fire, injury, poison)

Saving Throw DC 34 fortitude;


Maximum Duration 10 rounds

Stage 1 4d6 fire damage and Drained 1 (1 round)

Stage 2 6d6 fire damage and Drained 2 (1 round)

Magma Breath Two Actions (fire, primal)

The crag linnorm breathes out a stream of magma in a 120-foot line that deals 12d6 fire damage to creatures within the area (DC 34 reflex save). Any creature that fails its save also takes 4d6 persistent,fire damage.

The linnorm can't use Magma Breath again for 1d4 rounds.

The magma remains until the start of the linnorm's next turn. If the linnorm was on the ground, the magma remains as a burning line on the ground directly under the line of the Magma Breath; if the linnorm was airborne, the magma rains down in a sheet 60 feet high. Any creature that moves across or through the magma takes 6d6 fire damage (DC 34 reflex save).

At the start of the linnorm's next turn, the magma cools to a thin layer of brittle stone, or the magma rain finishes falling and turns to harmless pebbles. The cooled magma quickly degrades to powder and sand over the course of several hours.

Improved Grab Free Action

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.


Primal Innate Spells (DC 33, +25 to hit)

4th Level: Unfettered Movement (Constant)
6th Level: Truesight (Constant)


Despite being among the weakest linnorms, the crag linnorm is a devastating predator, capable of quickly cooking their foes with their magma breath.


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 notorious dragons' brutality.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Dragon

Dragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.

Fire

Effects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.