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Shoal LinnormCreature 15


UncommonCEGargantuanAmphibiousDragon
Source Pathfinder Bestiary 2
Perception +27 (darkvision, scent (imprecise) 60 feet, true seeing)
Languages Aklo, Draconic, Sylvan
Skills Acrobatics +28, Athletics +31, Stealth +28
Str +8, Dex +5, Con +7, Int -3, Wis +6, Cha +7

AC 38; Fort +29; Reflex +25; Will +22; +1 status to all saves vs. magic
HP 295 (regeneration 10 (deactivated by cold iron)
Speed 35 feet (fly 100 feet, swim 100 feet)
Immunities curse, fire, paralyzed, sleep
Weaknesses Coldiron 10

Jaws One Action +31 (+26, +21) to hit (magical, reach 20) 3d12+16 Piercing
Claw One Action +31 (+27, +23) to hit (agile, magical, reach 15) 3d8+16 Slashing
Tail One Action +31 (+26, +21) to hit (magical, reach 25) 4d6+16 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

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 Drowning (curse, primal, water)

When a creature slays a shoal linnorm, it must succeed at a DC 38 will save or become cursed. As long as the curse of drowning persists, the character must spend 3 actions when drinking any liquid. Attempting to drink liquid faster causes the victim to begin drowning, immediately running out of air and falling unconscious.

Breath Weapon Two Actions (evocation, fire, primal, water)

The shoal linnorm exhales scalding steam that deals 12d8 fire damage in a 60-foot cone (DC 36 basic reflex save). The steam lingers until the end of the linnorm's next turn; anyone who enters the area or begins their turn in the area takes 6d8 fire damage (DC 36 reflex save negates). During this time, the steam is so thick that it impedes movement as well as sight, turning the area into difficult terrain. All creatures in the steam become Concealed, and all creatures outside the steam become concealed to creatures within it.

The shoal linnorm can't use Breath Weapon again for 1d4 rounds.

Shoal Linnorm Venom (fire, poison)

Saving Throw DC 36 fortitude

Maximum Duration 10 rounds

Stage 1 4d6 fire damage and Enfeebled 1 (1 round)

Stage 2 6d6 fire damage and Enfeebled 2 (1 round).

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 36, +26 to hit)

6th Level: True Seeing (Constant)
7th Level: Freedom of Movement (Constant)


Shoal linnorms occupy rocky shoreline shallows and slither along lonely coastlines. While they do not intentionally seek out large settlements, these linnorms nonetheless beleaguer fishers headed out from small coastal towns, and they may even follow skiffs back to their home port to appraise the town's defenses and plan a raid. Shoal linnorms tend to hunt large prey, both underwater and on land. Their preferred quarries includes giant squid and grizzly bears-meals rich in fat, which the linnorms metabolize into the fiery steam that courses through their veins.


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.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.