Young LinnormCreature 7
Source Pathfinder Lost Omens Monsters of Myth
Perception +15 (darkvision, low light vision, scent (imprecise) 60 feet)
Languages Aklo, Draconic, Fey, (can't Speak Any Language)
Skills Acrobatics +15, Athletics +17
Str +6, Dex +3, Con +5, Int -4, Wis +4, Cha +5
AC 25; Fort +18; Reflex +15; Will +12; +1 status to all saves vs. magic
HP 115 (regeneration 5 (deactivated by cold iron)
Speed 30 feet (fly 60 feet, swim 45 feet)
Immunities curse, paralyzed, sleep
Weaknesses Cold Iron 5
Jaws
+18 (+13, +8) to hit (magical, reach 10, unarmed) 2d10+9 PiercingClaw
+18 (+14, +10) to hit (agile, magical, reach 10, unarmed) 2d8+9 SlashingTail
+18 (+14, +10) to hit (agile, magical, reach 15) 2d8+9 Bludgeoning+1 Status to All Saves vs. MagicRegeneration 5 (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.
Attack of Opportunity (Tail Only)
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
(2d8+4) bludgeoning damage, DC 25 fortitude save
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.
Young Linnorm Venom (poison)Saving Throw DC 25 fortitude
Maximum Duration 10 rounds
Stage 1 4d6 poison damage and Drained 1
Improved Grab
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.
Female linnorms lay eggs in the wilderness, where linnorms are known to hunt. A linnorm egg remains viable for many years, protected by a tough, leathery skin easily mistaken for stone. When a male linnorm eventually stumbles across the egg, he fertilizes it and takes it to a secure and remote location, leaving it alone to eventually hatch. Newborn linnorms remain hidden in their nests for several months as they mature, growing large enough to hunt on their own and setting out into the world. These linnorms are roughly the equivalent of older teenagers when compared to other species. Younger linnorms, while still primal creatures with a strong tie to the First World, haven't yet manifested most of their magical powers. They still can't breathe deadly fire or lightning or see invisible creatures, and, most importantly, they can be slain without prompting the linnorm's legendary death curse. They do, however, have voracious appetites, consuming any living thing to fuel their rapid growth. A linnorm is most vulnerable during this time; scouts who find tracks of a young linnorm quickly muster a hunting party of stalwart and experienced warriors to track the creature down and kill it quickly-before they draw the attention of the linnorm's father.
Traits
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.
DragonDragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.