🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Taiga LinnormCreature 19


UncommonCEGargantuanDragon
Source Pathfinder Bestiary 2
Perception +33 (darkvision, scent (imprecise) 60 feet, true seeing)
Languages Aklo, Draconic, Sylvan
Skills Acrobatics +33, Athletics +37, Stealth +35
Str +10, Dex +6, Con +8, Int -2, Wis +6, Cha +7

AC 44; Fort +35; Reflex +31; Will +29; +1 status to all saves vs. magic
HP 385 (regeneration 15 (deactivated by cold iron)
Speed 40 feet (fly 100 feet, swim 50 feet)
Immunities curse, electricity, paralyzed, sleep
Weaknesses Coldiron 15

Jaws One Action +37 (+32, +27) to hit (magical, reach 25) 4d12+18 Piercing
Claw One Action +37 (+33, +29) to hit (agile, magical, reach 25) 4d8+18 Slashing
Tail One Action +37 (+33, +29) to hit (agile, magical, reach 30) 5d6+18 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 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 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 Endless Storms (curse, electricity, primal)

When a creature slays a taiga linnorm, it must succeed at a DC 46 will save or permanently gain weakness 20 to electricity.

Spines (reach)

Any creature that makes a melee attack against a taiga linnorm is stabbed by the taiga linnorm's spines and takes 1d6 piercing damage per attack. A melee weapon with reach protects the user against these spines.

Breath Weapon Two Actions (electricity, evocation, primal)

The taiga linnorm breathes a 60-foot cone of electrified vapor, dealing 20d6 electricity damage to creatures in the area (DC 41 basic reflex save). The electrified mist persists for 1d4 rounds, dealing 6d6 electricity damage (DC 41 basic reflex save) to each creature that ends its turn in the mist.

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

Taiga Linnorm Venom (electricity, poison)

Saving Throw DC 42 fortitude

Maximum Duration 10 rounds

Stage 1 7d6 electricity damage and Drained 1 (1 round)

Stage 2 10d6 electricity damage and Drained 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 41, +31 to hit)

8th Level: True Seeing (Constant)
9th Level: Freedom of Movement (Constant)


Taiga linnorms are covered in hundreds of quill-like black spines as sharp as spears. Wise hunters native to linnorm-infested lands know to watch for spines stuck in the bark of conifers-a sure sign that a taiga linnorm has recently passed through. Sometimes this means of tracking isn't enough to avoid an encounter, however; taiga linnorms, like their tarn and tor brethren, are skilled stalkers. They prefer to lurk in half-frozen bogs or swampy marshlands with their heads poking just above the water's surface, ever watchful for unwary prey.


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.