Crag Linnorm
CR 14, CE Gargantuan Dragon
Senses: Perception 11, True SeeingThe creature can see through magical darkness, notices secret doors hidden by magic, sees through blur or displacement, sees invisibility, sees through illusions, sees ethereal creatures, and sees the true form of polymorphed creatures. True seeing doesn't see through solid objects.
Speed: 40 ft., fly 100 ft. (average), swim 60 ft. Skills: None
Languages: None
Ability Scores: Str 34 (+19), Dex 18 (+20), Con 25 (+14), Int 5 (+4), Wis 18 (+11), Cha 21 (+12)
INIT: +8 CP: +15 HP: 202 (15d12+105) SA: -- DC: 27
AC: 29 Touch: 10 Flat-footed: 25 [+4 Dodge, +19 Natural, -4 Size]
SR: 27 Vulnerable: -- Resistant: -- Bypass: --
Immunity: Poison, Fire, Psychic Effect Immunity: Sleep, Paralysis, Mental Effects, Curses
Blind-Fight (ex) - The Crag Linnorm is proficient in fighting without the use of sight and gets +3 on all vision-based cover rolls. They are also not flat-footed when defending against invisible Crag Linnorms and can move at full speed while blinded.
Combat Reflexes (ex) - The Crag Linnorm gets a number of reactions equal to its dexterity bonus.
Freedom of Movement (su) - The Crag Linnorm moves normally when under the influence of magic that normally would impede movement (stunning, hold person, solid fog, slow, web). The Crag Linnorm automatically succeed on grapple checks. They can also move and attack normally while underwater.
Power Attack (ex) - A Crag Linnorm may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Crag Linnorm does one extra point of damage. The Crag Linnorm must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.
Death Curse (su, Death) - When a creature slays a crag linnorm, the slayer is affected by the curse of fire. Curse of Fire: save WIS DC 22; effect creature gains vulnerability to fire.
Attacks
- Melee (Natural) - 1 x bite +23 (2d8+12/19-20 plus poison). Reach: 20 ft. Poison - 2d6 fire damage and 1d4 CON drain each round for 10 rounds or until saved (DC 24)
- Melee (Natural) - 2 x claws +23 (1d8+12). Reach: 20 ft.
- Melee (Natural) - 1 x tail +23 (2d6+6 plus grab). Reach: 20 ft. Constrict - Each time the Crag Linnorm successfully hits an opponent, it can make a grapple check as a free action to see if it holds its opponent. If successful, the creature is grappled. On any successful grapple check (including this initial one) the target automatically takes bludgeoning damage equal to the damage typically dealt by this attack. Grab - Each time this attack is successful, the Crag Linnorm can make a grapple check as a free action to see if it holds his opponent. If successful, the opponent is grappled. Grabbing does not provoke an attack of opportunity
Cleave (ex) - As a standard action, the Crag Linnorm can make a single attack with a melee weapon at its highest attack bonus. If it hits, it deals damage normally and can make another attack against a foe adjacent to the first. The Crag Linnorm may continue making as many attacks as possible provided opponents are adjacent and in range. Using cleave, causes the creature to take a -2 penalty to AC until its next turn.
Breath Weapon (su, Fire, every 1d4 rounds) - A crag linnorm can expel a 120-foot line of magma, dealing 15d8 points of fire damage to all creatures struck (Reflex DC 24 halves). This line of magma remains red-hot for 1 round after the linnorm creates it. Creatures that took damage on the first round take 6d6 fire damage the second round (Reflex DC 24 negates), as does any creature that walks across the line of magma. If the magma was expelled while the linnorm was airborne, it instead rains downward during the second round as a sheet of fire no more than 60 feet high that does 6d6 damage (Reflex DC 24 negates) to any creature that passes through it. On the third round, the line of magma cools to a thin layer of brittle stone that quickly degrades to powder and sand over the course of several hours; magma that's turned to a sheet of fire is consumed entirely during the second round, leaving behind only a stain of smoke in the air that swiftly disperses.
Environment: cold hills
Organization: None
Treasure: triple