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Tor LinnormCreature 21


UncommonCEGargantuanDragonFire
Source Pathfinder Bestiary
Perception +37 (darkvision, scent (imprecise) 60 feet; true seeing)
Languages Aklo, Draconic, Sylvan
Skills Acrobatics +35, Athletics +40, Stealth +37
Str +11, Dex +8, Con +9, Int -1, Wis +8, Cha +9

AC 47; Fort +38; Reflex +35; Will +33; +1 status to all saves vs. magic
HP 440 (regeneration 20 (deactivated by cold iron)
Speed 35 feet (climb 35 feet, fly 100 feet, swim 60 feet)
Immunities curse, fire, paralyzed, sleep
Weaknesses Coldiron 15

Jaws One Action +40 (+35, +30) to hit (magical, reach 30) 4d12+19 Piercing
Claw One Action +40 (+36, +32) to hit (agile, magical, reach 30) 4d8+19 Slashing
Tail One Action +40 (+36, +32) to hit (agile, magical, reach 30) 4d6+19 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 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


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 Boiling Blood (curse, fire, primal)

When a creature slays a tor linnorm, it must succeed at a DC 48 will save or permanently gain weakness to fire 20 and Slowed 1 from the agonizing pain it now endures at all times. As long as a character continues to suffer this curse, its slowed condition can never be reduced below slowed 1.

Effect: Curse of Boiling Blood

Lava Affinity

A tor linnorm can breathe and swim freely while submerged in lava and magma.

Breath Weapon Two Actions (evocation, fire, primal)

The tor linnorm expels a 60-foot cone of flame and ash dealing 20d6 fire damage to creatures within the area (DC 46 basic reflex save). At the start of the tor linnorm's next turn, the area affected by the breath weapon is covered in thick, scorching smoke that burns both the lungs and eyes, dealing an additional 10d6 fire damage to all creatures in the area (DC 46 basic reflex save). A creature that spends an entire round in the smoke with open eyes must succeed at a DC 44 fortitude save or is Blinded for 1 minute. The smoke dissipates after 1 minute; in strong winds, the smoke dissipates in 5 rounds, and in more powerful winds, it may clear even more quickly.

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

Constrict One Action

3d6+21 bludgeoning, DC 46 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.

Slashing Claws One Action

A tor linnorm makes four Strikes with its claws, each against a different target. These attacks count toward the tor linnorm's multiple attack penalty, but the multiple attack penalty doesn't increase until after the tor linnorm makes all its attacks.

Tor Linnorm Venom (fire, injury, poison)

Saving Throw DC 44 fortitude


Maximum Duration 10 rounds

Stage 1 8d6 fire damage and Drained 1

Stage 2 12d6 fire 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 44, +36 to hit)

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


Tor linnorms dwell in the tallest volcanic mountains, either within natural formed caverns or within molten craters. A tor linnorm's temper can be as hot and destructive as the magma the creature resembles.


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.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.