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FafnheirCreature 24


UniqueCEGargantuanDragon
Source Pathfinder Lost Omens: Monsters of Myth
Perception +38 (darkvision, scent (imprecise) 120 feet, true seeing)
Languages Aklo, Common, Draconic, Skald, Sylvan
Skills Acrobatics +40, Arcana +35, Athletics +48, Lore +40, Intimidation +45, Nature +35, Lore +35, Stealth +40, Survival +40
Str +12, Dex +9, Con +12, Int +4, Wis +9, Cha +9

AC 51; Fort +42; Reflex +36; Will +38; +1 status to all saves vs. magic
HP 500 (regeneration 20 (deactivated by cold iron)
Speed 50 feet (burrow 25 feet, fly 160 feet)
Immunities curse, electricity, fire, paralyzed, sleep
Weaknesses Coldiron 20

Jaws One Action +44 (+39, +34) to hit (magical, reach 25) 4d12+26 Piercing
Claw One Action +44 (+40, +36) to hit (agile, magical, reach 25) 4d10+22 Slashing
Horns One Action +44 (+39, +34) to hit (deadly d12, magical, reach 25) 4d12+26 Bludgeoning
Tail One Action +44 (+40, +36) to hit (agile, magical, reach 30) 4d10+22 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.

Scent (Imprecise) 120 feet

Scent 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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

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.

Attack of Opportunity

reaction Tail only.

Attack of Opportunity (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.

Curse of the Woeful Wyrd (curse, primal)

When a creature slays Fafnheir, it becomes home to his soul, which slowly emerges from his killer's body. The creature must attempt a DC 52 will save or become Doomed 2 (Doomed 1 on a success, unaffected on a critical success). Unless the creature critically succeeded at the saving throw, each day the doomed value increases by 1. If the creature dies while suffering the curse of the woeful wyrd, its corpse explodes in a 60-foot burst with the effect of Blasting Breath. Fafnheir is immediately returned to life in the nearest available space to the corpse with full Hit Points and no conditions. Even an indirect slaying usually still allows Fafnheir to curse the soul of his slayer through the metaphysical link between them.

Enormous

Fafnheir takes up a space of 6 squares by 6 squares (30 feet by 30 feet) and is 60 feet long.

Extra Reactions

Fafnheir gains 2 reactions at the start of each of his turns.

Frightful Presence (aura, emotion, fear, mental)

90 feet Aura DC 45 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Spit Boiling Blood Reaction

Trigger A creature within 60 feet damages Fafnheir


Effect Fafnheir spits blood at the creature. It must immediately attempt a Fortitude save against boiling blood.

Blasting Breath Two Actions (electricity, evocation, fire, primal)

Fafnheir exhales a cataclysmic firestorm laced with lightning and hurricane-strength winds, dealing 20d6 fire damage in a 90-foot cone (DC 48 basic reflex save). Additionally, Fafnheir deals 10d6 additional electricity damage to one creature within the area of Blasting Breath of Fafnheir's choice, determined by the same basic Reflex save. Creatures in the area must also attempt a DC 48 fortitude save to resist the powerful winds and deafening thunderclaps of the breath. Creatures that fail experience the effects of Gust of Wind, affecting Large or smaller creatures as normal. Finally, creatures that fail their Fortitude save become Deafened for 1 minute (permanently deafened on a critical failure).

Boiling Blood (fire, poison)

Saving Throw DC 48 fortitude

Maximum Duration 10 rounds

Stage 1 6d8 fire damage and Drained 1 (1 round)

Stage 2 6d10 fire damage and Drained 2 (1 round)

Stage 3 6d12 fire damage and Drained 3 (1 round)

Furious Frenzy Two Actions

Fafnheir makes two claw Strikes and one Strike with his jaws, horns, or tail, in any order.

Improved Grab Free Action

The 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.


Innate Primal Spells (DC 45, +37 to hit)

4th Level: Freedom of Movement (Constant)
6th Level: True Seeing (Constant)
7th Level: Plane Shift (At Will, Only to the First World or the Material Plane), Spell Turning (At Will)


Fafnheir is the fabled Father of Linnorms. He's larger than all other linnorms on Golarion, with a length of 60 feet and a weight upwards of 10 tons. Fafnheir is a clever and powerful creature, worthy of the fear of all people in the Lands of the Linnorm Kings.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.