Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core.
The Ice Linnorm is a Level 17 creature, with Armor Class 41 and 330 hit points. The ice linnorm is a colossal, serpentine predator that haunts the most frozen reaches of the world, using its freezing breath to entomb prey in solid ice.
Hit Points: 330 (regeneration 10 (deactivated by cold iron)) Saving Throws: +1 status to all saves vs. magic 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. Magic Regeneration 10 (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. Curse of Frost (cold, curse, primal). When a creature slays the ice linnorm, it must succeed at a DC 40 Will save or gain weakness to cold 15 with an unlimited duration. Reactive Strike (Tail Only) (reaction). 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. Constrict (1 action). 2d6+18 bludgeoning, DC 38 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. Ice Linnorm Venom (cold, injury, poison). Saving Throw DC 38 Fortitude save. Maximum Duration 10 rounds. Stage 1 5d6 cold damage and Drained 1 (1 round); Stage 2 7d6 cold damage and Drained 2 (1 round) Icemire Breath (2 actions) (cold, primal). The ice linnorm spews out a blast of freezing, viscous ooze in a 60-foot cone that deals 15d6 cold damage to creatures within the area (DC 38 basic Reflex save). The freezing ooze clings to those struck and hardens into thick sheets of ice. A creature that fails the saving throw is Immobilized by the ice until it succeeds at a check to Escape or it or an ally Forces Open the ice (DC 34 for either case). At the start of its turn, a creature still immobilized by the ice takes 4d6 cold damage. Another creature can free a frozen target by dealing a total of 20 fire damage to the frozen target. Left unattended, the ice crumbles away in 1 minute on its own. Creatures with the fire trait can't be frozen in place by Icemire Breath. Flying creatures fall if frozen, and swimming creatures that are frozen rise toward the surface of the water at a speed of 60 feet per round. The linnorm can't use Icemire Breath again for 1d4 rounds. Improved Grab (free action). Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained. Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.
330 hit points.
Level 17.
AC 41.
Speed 35 ft., fly 100 ft., swim 40 ft., unfettered movement.
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