Linnorm, Tor
Description
Tor linnorms epitomize the raw and untempered power of their kin. They dwell in the tallest volcanic mountains, either in naturally formed caverns or in the craters themselves, and rain destruction down upon nearby mountain villages whenever the urge strikes them. Tor linnorms are brutes, but as far as linnorms go are relatively intelligent. With this intelligence comes an overwhelming vanity—unlike other linnorms, tor linnorms enjoy being adored and worshiped by lesser creatures, and have been known to delay eating prisoners who seem to be particularly cowed by their presence, simply basking in their victims' fear.
A tor linnorm is 50 feet long and weighs 15,000 pounds.
Combat Stats
- Melee
- bite +34 (3d8+18/19-20 plus poison), 4 claws +34 (2d6+18), tail +29 (3d6+9 plus grab)
- Space
- 30 ft.
- Reach
- 30 ft.
- DR
- 20/cold iron
- SR
- 32
- Defensive Abilities
- freedom of movement
Ability Scores
Special Attacks
Breath Weapon — Once every 1d4 rounds as a standard action, a tor linnorm can expel a 60-foot cone of flame and ash, dealing 24d8 points of fire damage to all creatures struck (Reflex DC 33 for half damage). One round after this breath weapon is used, the area affected by the attack becomes covered in a cloud of thick, scorching smoke that burns both the lungs and eyes, dealing an additional 8d8 points of fire damage to all creatures in the area. Each creature that begins its turn in the smoke-covered area and breathes must make a DC 33 (+ 1 per previous check) Fortitude save each round or spend that round choking and coughing. Creatures that keep their eyes open for more than 1 round while in the area of the smoke must make a DC 33 Fortitude save or go blind for 1d3 hours. The smoke dissipates after 2d4 rounds. This duration is halved in strong winds and quartered in more powerful winds. The save DC is Constitution-based.
constrict (tail, 3d6+27)
Death Curse — Curse of Boiling Blood: save Will DC 31; effect creature gains vulnerability to fire and is permanently staggered from the pain of its boiling blood. The save DC is Charisma-based.
Special Qualities
Lava Affinity — A tor linnorm can breathe and swim while submerged in lava and magma.
Feats
Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.
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.
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.
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.
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.
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.
When using the weapon you selected, your threat range is doubled.
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 three times and add the results together before adding bonuses from Strength, weapon special 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.
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.
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.
Skills
Climb +26, Fly +29, Perception +34, Stealth +21, Swim +53
- Type
- Dragon
- Alignment
- CE
- Size
- Colossal
- Environment
- cold volcanic mountains
- Organization
- solitary
- Treasure
- triple
- Senses
- darkvision 60 ft., low-light vision, scent, true seeing; Perception +34
- Languages
- Aklo, Draconic, Sylvan
- Source
- Bestiary 3