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Ice LinnormCreature 17


UncommonCEGargantuanColdDragon
Source Pathfinder Bestiary
Perception +29 (darkvision, scent (imprecise) 60 feet; true seeing)
Languages Aklo, Draconic, Sylvan
Skills Acrobatics +28, Athletics +32
Str +9, Dex +5, Con +7, Int -3, Wis +6, Cha +7

AC 41; Fort +32; Reflex +28; Will +27; +1 status to all saves vs. magic
HP 330 (regeneration 10 (deactivated by cold iron)
Speed 35 feet (fly 100 feet, swim 40 feet)
Immunities cold, curse, paralyzed, sleep
Weaknesses Coldiron 15, Fire 10

Jaws One Action +34 (+29, +24) to hit (magical, reach 25) 3d12+17 Piercing
Claw One Action +34 (+30, +26) to hit (agile, magical, reach 20) 3d8+17 Slashing
Tail One Action +34 (+30, +26) to hit (agile, magical, reach 25) 3d6+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.

Scent (Imprecise) 60 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.

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 10 (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


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 Frost (cold, curse, primal)

When a creature slays an ice linnorm, it must succeed at a DC 40 will save or permanently gain weakness to cold 15.

Effect: Curse of Frost

Breath Weapon Two Actions (cold, evocation, primal)

The ice linnorm spews out a blast of freezing, viscous ooze in a 60-foot cone that deals 15d6 cold damage to creatures within the area (DC 38 basic reflex save). The freezing ooze clings to those struck and hardens into thick sheets of ice. A creature that fails the saving throw is Immobilized by the ice until it succeeds at a check to Escape or it or an ally Forces Open the ice (DC 34 for either case). At the start of its turn, a creature still immobilized by the ice takes 4d6 cold damage. Another creature can free a frozen target by dealing a total of 20 fire damage to the frozen target. Left unattended, the ice crumbles away in 1 minute on its own. Creatures with the fire trait can't be frozen in place by this breath weapon. Flying creatures fall if frozen, and swimming creatures that are frozen rise toward the surface of the water at a speed of 60 feet per round.

An ice linnorm can't use Breath Weapon again for 1d4 rounds.

Constrict One Action

2d6+18 bludgeoning damage, DC 38 basic 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.

Ice Linnorm Venom (cold, injury, poison)

Saving Throw DC 38 fortitude


Maximum Duration 10 rounds

Stage 1 5d6 cold damage and Drained 1

Stage 2 7d6 cold damage and Drained 2

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.


Primal Innate Spells (DC 38, +30 to hit)

4th Level: Freedom of Movement (Constant)
6th Level: True Seeing (Constant)


The ice linnorm dwells amid glacial crevasses, atop wind-blasted mountain peaks, or within glittering caverns carved from the hearts of the mightiest of icebergs.


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 authentic dragon 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.

Cold

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