Young LinnormCreature 7
Source Pathfinder Lost Omens: Monsters of Myth
Perception +15 (darkvision, low-light vision, scent (imprecise) 60 feet)
Languages Aklo, Draconic, Sylvan, (can't Speak Any Language)
Skills Acrobatics +15, Athletics +17
Str +6, Dex +3, Con +5, Int -4, Wis +4, Cha +5
AC 25; Fort +18; Reflex +15; Will +12; +1 status to all saves vs. magic
HP 115 (regeneration 5 (deactivated by cold iron)
Speed 30 feet (fly 60 feet, swim 45 feet)
Immunities curse, paralyzed, sleep
Weaknesses Coldiron 5
Jaws +18 (+13, +8) to hit (magical, reach 10) 2d10+9 Piercing
Claw +18 (+14, +10) to hit (agile, magical, reach 10) 2d8+9 Slashing
Tail +18 (+14, +10) to hit (agile, magical, reach 15) 2d8+9 Bludgeoning
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
DarkvisionA 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 feetScent 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.
+1 Status to All Saves vs. MagicAttack of Opportunity (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.
Constrict2d8+4 bludgeoning damage, DC 25 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.
Young Linnorm Venom (poison)Saving Throw DC 25 fortitude
Maximum Duration 10 rounds
Stage 1 4d6 poison damage and Drained 1
Improved GrabThe 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.
Female linnorms lay eggs in the wilderness, where linnorms are known to hunt. A linnorm egg remains viable for many years, protected by a tough, leathery skin easily mistaken for stone. When a male linnorm eventually stumbles across the egg, he fertilizes it and takes it to a secure and remote location, leaving it alone to eventually hatch. Newborn linnorms remain hidden in their nests for several months as they mature, growing large enough to hunt on their own and setting out into the world. These linnorms are roughly the equivalent of older teenagers when compared to other species. Younger linnorms, while still primal creatures with a strong tie to the First World, haven't yet manifested most of their magical powers. They still can't breathe deadly fire or lightning or see invisible creatures, and, most importantly, they can be slain without prompting the linnorm's legendary death curse. They do, however, have voracious appetites, consuming any living thing to fuel their rapid growth. A linnorm is most vulnerable during this time; scouts who find tracks of a young linnorm quickly muster a hunting party of stalwart and experienced warriors to track the creature down and kill it quickly-before they draw the attention of the linnorm's father.
Traits
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.