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Tor LinnormCreature 21


UncommonGargantuanDragonFire
Source Pathfinder Monster Core
Perception +37 (darkvision, scent (imprecise) 60 feet, truesight (precise) 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; Reflex +35; Will +33; +1 status to all saves vs. magic
HP 440 (regeneration 20 (deactivated by cold iron)
Speed 35 feet (climb 35 feet, fly 100 feet, swim 60 feet)
Immunities curse, fire, paralyzed, sleep
Weaknesses Cold Iron 15

Jaws One Action +40 (+35, +30) to hit (magical, reach 30, unarmed) 4d12+19 Piercing
Claw One Action +40 (+36, +32) to hit (agile, magical, reach 30, unarmed) 4d8+19 Slashing
Tail One Action +40 (+36, +32) to hit (agile, magical, reach 30) 4d6+19 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 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.

Effect: Curse of Boiling Blood

Lava Affinity

A tor linnorm can breathe and swim freely while submerged in lava and magma.

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+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.

Pyroclastic Breath Two Actions (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.

Slashing Claws One Action

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)

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 44, +36 to hit)

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


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 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.