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Tarn LinnormCreature 20


UncommonCEGargantuanAcidAmphibiousDragon
Source Pathfinder Bestiary
Perception +35 (darkvision, scent (imprecise) 60 feet; true seeing)
Languages Aklo, Draconic, Sylvan
Skills Acrobatics +32, Athletics +38, Stealth +34
Str +10, Dex +6, Con +8, Int -1, Wis +7, Cha +8

AC 46 all-around vision; Fort +36; Reflex +32; Will +31; +1 status to all saves vs. magic
HP 400 (regeneration 15 (deactivated by cold iron)
Speed 35 feet (fly 100 feet, swim 80 feet)
Immunities acid, curse, paralyzed, sleep
Weaknesses Coldiron 15

Jaws One Action +38 (+33, +28) to hit (magical, reach 30) 4d12+18 Piercing
Claw One Action +38 (+34, +30) to hit (agile, magical, reach 30) 4d8+18 Slashing
Tail One Action +38 (+34, +30) to hit (agile, magical, reach 30) 4d6+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 (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.

All-Around Vision

This monster can see in all directions simultaneously, and therefore can't be flanked.

+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 Death (curse, death, primal)

When a creature slays a tarn linnorm, it must succeed at a DC 46 will save or it can no longer recover Hit Points via any means, such as healing spells, the Medicine skill, or natural healing from rest.

Breath Weapon Two Actions (acid, evocation, poison, primal)

The tarn linnorm can expel either a 120-foot line or a 60-foot cone of acid dealing 20d6 acid damage to creatures within the area (DC 44 basic reflex save). The acid creates toxic fumes. At the beginning of the linnorm's next turn, those who failed the breath weapon's Reflex save must succeed at a DC 42 fortitude save or gain Sickened 4 from the poisonous fumes.

A tarn linnorm can't use Breath Weapon or Overwhelming Breath again for 1d4 rounds.

Constrict One Action

3d6+18 bludgeoning damage, DC 44 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.

Double Bite One Action

The tarn linnorm Strides and then makes a jaws Strike with each of its heads, each against a different target. These attacks count toward the tarn linnorm's multiple attack penalty, and the multiple attack penalty doesn't increase until after the tarn linnorm makes all of these attacks.

Overwhelming Breath Three Actions

A tarn linnorm uses its Breath Weapon twice. A creature attempts only one save and can take damage only once.

The tarn linnorm can't use Breath Weapon or Overwhelming Breath again for 2d4 rounds.

Tarn Linnorm Venom (acid, injury, poison)

Saving Throw DC 44 fortitude


Maximum Duration 10 rounds

Stage 1 7d6 acid damage and Drained 1

Stage 2 11d6 acid 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 42, +34 to hit)

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


Although more powerful linnorms exist, the multi-headed tarn linnorm can wreak an awe-inspiring amount of devastation.


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.

Acid

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

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.