Cairn LinnormCreature 18
Source Pathfinder Bestiary 2
Perception +30 (darkvision, scent (imprecise) 60 feet, true seeing)
Languages Aklo, Draconic, Sylvan
Skills Acrobatics +32, Athletics +35
Str +9, Dex +6, Con +8, Int -2, Wis +6, Cha +7
AC 43; Fort +34; Reflex +30; Will +26; +1 status to all saves vs. magic
HP 360 (regeneration 15 (deactivated by cold iron)
Speed 35 feet (climb 40 feet, fly 100 feet, swim 40 feet)
Immunities acid, curse, paralyzed, sleep
Weaknesses Coldiron 15
Jaws +35 (+30, +25) to hit (magical, reach 25) 3d12+17 Piercing
Claw +35 (+31, +27) to hit (agile, magical, reach 25) 3d8+17 Slashing
Tail +35 (+31, +27) to hit (agile, magical, reach 25) 3d10+17 Bludgeoning
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
ScentScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
Constant SpellsA 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 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.
Attack of OpportunityTail 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.
Curse of the Crooked Cane (curse, primal)When a creature slays a cairn linnorm, it must succeed at a DC 44 will save or become permanently Enfeebled 2. In addition, the victim ages at an accelerated rate, aging 1 year every day, eventually causing it to die of old age if the curse is left untended.
Breath Weapon (acid, evocation, primal)The cairn linnorm expels a 60-foot cone of negative energy-infused acid, dealing 19d6 acid damage to creatures in the area (DC 40 basic reflex save). The acid also saps the life out of affected creatures. At the beginning of the linnorm's next turn, each creature that failed the Reflex save must succeed at a DC 40 fortitude save or become Drained 1 (Drained 2 on a critical failure).
The cairn linnorm can't use Breath Weapon again for 1d4 rounds.
Cairn Linnorm Venom (acid, poison)Saving Throw DC 41 fortitude
Maximum Duration 10 rounds
Stage 1 6d6 acid damage and Drained 1 (1 round)
Stage 2 8d6 acid damage and Drained 2 (1 round)
Improved GrabThe monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.
Primal Innate Spells (DC 40, +30 to hit)
7th Level: True Seeing (Constant)
8th Level: Freedom of Movement (Constant)
Cairn linnorms are disturbing, even by linnorm standards. They make their homes in necropolises, burial grounds, and the sites of immense and gory battles. Some point out that cairn linnorms feast on shambling undead and thus provide a service to the living, but these beasts are not choosy and will happily consume any creature, whether or not it draws breath.
Some tales state that cairn linnorms will not-or cannot-enter a tomb without the permission of a descendant of the deceased (or the permission of the deceased itself, in the instance that it has risen from the dead). Likewise, once a cairn linnorm has entered a tomb, it won't leave until it has secured permission to do so. Whether such legends are true or not is anyone's guess; nevertheless, reports of a cairn linnorm in the vicinity are harrowing enough to dissuade even the most foolhardy grave robber from peeking into too many crypts or mausoleums.
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.