Linnorm, Taiga
A beast covered with hundreds of spines, the taiga linnorm is a terror to all those who venture through the arctic forests of the north. Taiga linnorms take down foes and prey first with their electrifying breath and finish their victims off with their devastating bite.
In winter, when light is sparse and the nights are long, it is easy for a taiga linnorm to blend in with the coniferous forests it dwells in, hiding among the trees and ambushing imprudent travelers or unwary adventurers setting up camp. A taiga linnorm often lies in wait for days—sometimes weeks—just for the opportunity to maim and devour unsuspecting victims. When this subtler tactic does not work, a taiga linnorm simply rampages through the woods in order to find nearby settlements to pillage, taking twisted delight in shocking the inhabitants before shredding them with its massive jaws or destructive forelimbs. In any event, taiga linnorms rarely venture far from their woodland territories save for short flights to attack outlying villages.
A taiga linnorm is 50 feet long and weighs just over 13,000 pounds.
- HP
- 346 (21d12+210); regeneration 15 (cold iron)
- AC
- 34, touch 9, flat-footed 27 (+7 Dex, +25 natural, -8 size)
- Speed
- 40 ft., fly 100 ft. (average), swim 60 ft.
- Init
- +11
- Melee
- bite +29 (3d8+16/19-20 plus poison), 2 claws +29 (2d6+16), tail +24 (3d6+8 plus grab)
- Space
- 30 ft.
- Reach
- 30 ft.
- BAB
- +21
- CMB
- +45 (+49 grapple)
- CMD
- 62 (can't be tripped)
- Fort
- +22
- Ref
- +21
- Will
- +18
- DR
- 15/cold iron
- SR
- 30
- Defensive Abilities
- freedom of movement, spines
- Racial Modifiers
- +8 Stealth in forests
Breath Weapon — Once every 1d4 rounds as a standard action, a taiga linnorm can expel a 60-foot cone of electrified vapor, dealing 21d8 points of electricity damage to all creatures struck (Reflex DC 30 for half). The vapor itself persists for 1d4 rounds, filling its cone-shaped area with electrified mist that deals 4d6 points of electricity damage (no save) to any creature that ends its turn in the mist. The mist does not hinder vision. The save DC is Constitution-based.
constrict (tail, 3d6+24)
Death Curse — Curse of Electrocution: save Will DC 29; effect the creature gains vulnerability to electricity.
Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike
<p class="stat-block-1"> 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.</p><p class="stat-block-2">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.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>
<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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 <i>flaming</i>), 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.</p>
Fly +23, Perception +30, Stealth +15 (+23 in forests), Swim +48
- Type
- Dragon
- Alignment
- CE
- Size
- Colossal
- Environment
- cold forests
- Organization
- solitary
- Treasure
- triple
- Senses
- darkvision 60 ft., low-light vision, scent, true seeing; Perception +30
- Languages
- Aklo, Draconic, Sylvan
- Source
- Bestiary 3
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Uses feat: Blind-Fight (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Great Cleave (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Bull Rush (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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