Library / Bestiary

Linnorm, Fjord

CR 16.00 Dragon CE Gargantuan HD 16
This massive, eel-like dragon has two webbed talons. Its tail ends in large and powerful-looking flukes.

Fjord linnorms dwell among the deep waters that grace northern coastlines where fingers of land create complex rivulets, venturing out to sea to feed on sharks and whales when they cannot find settlements or traveling caravans to savage. As their favored haunts often overlap with coastal trade routes, regions known to be within the territory of a fjord linnorm are often avoided by ships. Fjord linnorms are not particularly adept at capsizing ships, as are some other large aquatic monsters, but one might argue that such tactics are unnecessary for a creature the size and power of a fjord linnorm in the first place.

Both the curse and poison of a fjord linnorm are extremely dangerous for those who frequent the waterways of the north. The fjord linnorm's curse is particularly devastating to aquatic creatures, and such beings are careful to avoid any possible conflict with such linnorms.

A fjord linnorm is 60 feet long and weighs just over 10,000 pounds.

HP
248 (16d12+144); regeneration 10 (cold iron)
AC
30, touch 12, flat-footed 24 (+6 Dex, +18 natural, -4 size)
Init
+10
Speed
30 ft., fly 100 ft. (average), swim 60 ft.
Fort
+19
Ref
+18
Will
+15
BAB
+16
CMB
+33 (+37 grapple)
CMD
49 (can't be tripped)
Melee
bite +25 (2d8+13/19-20 plus poison), 2 claws +25 (2d6+13), tail +20 (2d6+6 plus grab)
Space
20 ft.
Reach
20 ft.
DR
15/cold iron
SR
27
Defensive Abilities
freedom of movement
str
36
+13
dex
23
+6
con
28
+9
int
5
-3
wis
21
+5
cha
26
+8

Breath Weapon — Once every 1d4 rounds as a standard action, a fjord linnorm can expel a 120-foot line of icy fluid, dealing 16d8 points of cold damage to all creatures struck (Reflex DC 27 for half damage). The freezing liquid quickly hardens to sheets of ice, causing any creature that takes damage to move at only half its normal speed for 1d4 rounds. A DC 27 Strength check made as a full-round action allows a character to break free of the ice before this duration expires. The save DC and Strength check DC are Constitution-based.

constrict (tail, 2d6+19)

Death Curse — Curse of Drowning: save Will DC 26; effect creature can never gain the benefit of water breathing, and if it possesses this ability, loses it as long as it suffers the curse. In addition, the creature can hold its breath only half as long as normal, and whenever the cursed creature holds its breath, it functions as if sickened.

Universal Monster Rules

Grab
Grab (tail) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Constrict (tail, 2d6+19) Ex from Universal Monster Rule
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Amphibious Ex from Universal Monster Rule
Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
Breath Weapon Su from Universal Monster Rule
Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing creature's racial HD + the breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.
Poison (bite) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Special Abilities

Death Curse from text
Curse of Drowning: save Will DC 26; effect creature can never gain the benefit of water breathing, and if it possesses this ability, loses it as long as it suffers the curse. In addition, the creature can hold its breath only half as long as normal, and whenever the cursed creature holds its breath, it functions as if sickened.
Freedom Of Movement from text

Feats, Traits & Items

Blind-Fight from Feat

In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Improved Bull Rush from Feat

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

Calculated: +2 Maneuver Check Bonus
Improved Critical (bite) from Feat

When using the weapon you selected, your threat range is doubled.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Fly +19, Perception +24, Swim +40

Details
Type
Dragon
Alignment
CE
Size
Gargantuan
Environment
cold mountainous coastlines
Organization
solitary
Treasure
triple
Senses
darkvision 60 ft., low-light vision, scent, true seeing; Perception +24
Languages
Aklo, Draconic, Sylvan
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
8 House/Core
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