Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Attack of Opportunity
Tail only.
Ability
Breath Weapon
10-foot penalty to Speed. A creature can Escape or Force Open the ice (DC 34) to free itself; otherwise, the ice remains for 1 minute. The fjord linnorm can't use Breath Weapon again for 1d4 rounds.
Ability
Curse of Stolen Breath
(curse, primal, water) When a creature slays a fjord linnorm, it must succeed at a DC 41 Will save or become unable to ever breathe underwater (either via a natural ability or a spell such as water breathing). In addition, the victim can hold its breath only half as long as normal, and whenever it holds its breath it becomes sickened 2.
Ability
Fjord Linnorm Venom
(cold, poison) Saving Throw DC 37 Fortitude; Maximum Duration 10 rounds; Stage 1 4d6 cold damage and clumsy 1 (1 round); Stage 2 6d6 cold damage and clumsy 2 (1 round)
Ability
Primal Innate Spells
DC 37; Constant (7th) freedom of movement; (6th) true seeing
Offense
Melee
Circumstance: combat round (melee)
jaws +33 [+28/+23] (magical, reach 20 feet), Damage 3d12+17 piercing plus fjord linnorm venom
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
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
cold
curse
paralyzed
sleep
Language
Aklo
Draconic
Sylvan
Perception
darkvision
scent (imprecise) 60 feet
true seeing
Weakness
cold iron 15