Actions/Abilities/Traits: (OSR)
Special
|Breath Weapon
Once every 1d4 rounds, an ice linnorm can expel a 60-foot cone of freezing, viscous ooze, dealing 4d8 cold damage to all creatures struck (Breath save halves). The freezing ooze clings to those struck, and 1 round later the ooze hardens into thick sheets of ice. Creatures that were damaged are frozen motionless unless they can break free with a Strength check (same DC). Each round a creature remains frozen it takes 1d6 points of cold damage. Another creature can free a frozen target by tearing away the ice (this takes 1d4 rounds) or dealing at least 20 points of fire damage to the frozen target. Left unattended, the ice crumbles away in 2d4 rounds on its own. Creatures with the fire subtype cannot be frozen in place by this breath weapon. Flying creatures that don't have supernatural flight fall if frozen, and swimming creatures that are frozen rise toward the surface of the water at a speed of 60 feet per round.
Special
|Breath Weapon
Constrict You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).
Special
|Breath Weapon
Death Curse When a creature slays an ice linnorm, the slayer is affected by the curse of frost. Curse of Frost: save Paralysis; effect creature gains vulnerability to cold (2x damage from cold sources).
Special
|Breath Weapon
POison Bite-injury; save Death; frequency 1/round for 10 rounds; effect cold damage and 1d6 Constitution damage; cure 3 consecutive saves.
Special
|Breath Weapon
Regeneration You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Attack of Opportunity
Tail only.
Ability
Breath Weapon
(cold, evocation, 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 this breath weapon. 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. An ice linnorm can't use Breath Weapon again for 1d4 rounds.
Ability
Constrict
2d6+18 bludgeoning, DC 38
Ability
Curse of Frost
(cold, curse, primal) When a creature slays an ice linnorm, it must succeed at a DC 40 Will save or permanently gain weakness to cold 15.
Ability
Ice Linnorm Venom
(cold, injury, poison) Saving Throw DC 38 Fortitude; Maximum Duration 10 rounds; Stage 1 5d6 cold damage and drained 1; Stage 2 7d6 cold damage and drained 2.
Ability
Primal Innate Spells
DC 38; Constant (8th) freedom of movement; (7th) true seeing
Offense
Melee
Circumstance: combat round (melee)
jaws +34 [+29/+24] (reach 25 feet, magical), Damage 3d12+17 piercing plus ice linnorm venom
Trait
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Immunity
curse
paralyzed
sleep
Language
Aklo
Draconic
Sylvan
Perception
darkvision
scent (imprecise) 60 feet
true seeing
Weakness
cold iron 15
fire 10