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Tarn LinnormCreature 20


UncommonGargantuanAcidAmphibiousDragon
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; Reflex +32; Will +31; +1 status to all saves vs. magic
HP 400 (regeneration 15 (deactivated by cold iron)
Speed 35 feet (fly 100 feet, swim 80 feet)
Immunities acid, curse, paralyzed, sleep
Weaknesses Cold Iron 15

Jaws One Action +38 (+33, +28) to hit (magical, reach 30, unarmed) 4d12+18 Piercing
Claw One Action +38 (+34, +30) to hit (agile, magical, reach 30, unarmed) 4d8+18 Slashing
Tail One Action +38 (+34, +30) to hit (agile, magical, reach 30) 4d6+18 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.

All-Around Vision

This monster can see in all directions simultaneously and therefore can't be flanked.

+1 Status to All Saves vs. MagicRegeneration 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) 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

(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.

Corrosive Breath Two Actions (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.

Double Bite One Action

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 Three Actions

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.

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)

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 42, +34 to hit)

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


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 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.

Acid

Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.

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.