Tarn Linnorm

Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core.

The Tarn Linnorm is a Level 20 creature, with Armor Class 46 and 400 hit points. The Tarn Linnorm is a two-headed primeval dragon of immense power that haunts the deepest, most toxic mountain lakes.

Tarn Linnorm, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

Hit Points: 400 (regeneration 15 (deactivated by cold iron)) Armor Class: 46 (all-around vision) 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. All-Around Vision. This monster can see in all directions simultaneously and therefore can't be flanked. +1 Status to All Saves vs. Magic Regeneration 15 (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 Death (curse, death, primal). When a creature slays the tarn linnorm, it must succeed at a DC 46 Will save or it can no longer recover Hit Points via any means, such as healing spells, the Medicine skill, or natural healing from rest. This has 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). 3d6+18 bludgeoning, DC 44 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. Corrosive Breath (2 actions) (acid, poison, primal). The tarn linnorm can expel either a 120-foot line or a 60-foot cone of acid, dealing 20d6 acid damage to creatures within the area (DC 44 basic Reflex save). The linnorm can't use Corrosive Breath or Double Breath again for 1d4 rounds. The acid creates toxic fumes. At the beginning of the linnorm's next turn, those who failed the breath weapon's Reflex save must succeed at a DC 42 Fortitude save or gain Sickened 4 from the poisonous fumes. Double Bite (1 action). The tarn linnorm Strides and then makes a jaws Strike with each of their heads, each against a different target. Both attacks count toward the tarn linnorm's multiple attack penalty, but the multiple attack penalty doesn't increase until after the tarn linnorm makes all of these attacks. Double Breath (3 actions). The tarn linnorm uses Corrosive Breath twice. A creature attempts only one save and can take damage only once. The linnorm can't use Corrosive Breath or Double Breath again for 2d4 rounds. Tarn Linnorm Venom (acid, injury, poison). Saving Throw DC 44 Fortitude save. Maximum Duration 10 rounds. Stage 1 7d6 acid damage and Drained 1 (1 round). Stage 2 11d6 acid damage and Drained 2 (1 round) 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.

Common Questions

How much HP does a Tarn Linnorm have?

400 hit points.

What level is a Tarn Linnorm?

Level 20.

What is a Tarn Linnorm's Armor Class?

AC 46.

How fast can a Tarn Linnorm move?

Speed 35 ft., fly 100 ft., swim 80 ft., unfettered movement.

Use Tarn Linnorm at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Tarn Linnorm into a ZapGM campaign and customize it further.

License

This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein.

Game mechanics on this page are based on Pathfinder Monster Core © 2024 Paizo Inc. Full attribution is on zapgm.com/legal.

The game mechanics ZapGM publishes from these books remain ORC Licensed Material: you may reuse them under the ORC License.

The creature description and artwork are ZapGM Reserved Material.

Pathfinder is a trademark of Paizo Inc. ZapGM is not affiliated with Paizo.

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