Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Attack of Opportunity
Tail only.
Ability
Breath Weapon
(acid, evocation, 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 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. A tarn linnorm can't use Breath Weapon or Overwhelming Breath again for 1d4 rounds.
Ability
Constrict
3d6+18 bludgeoning, DC 44
Ability
Curse of Death
(curse, death, primal) When a creature slays a 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.
Ability
Double Bite
The tarn linnorm Strides and then makes a jaws Strike with each of its heads, each against a different target. These attacks count toward the tarn linnorm's multiple attack penalty, and the multiple attack penalty doesn't increase until after the tarn linnorm makes all of these attacks.
Ability
Overwhelming Breath
A tarn linnorm uses its Breath Weapon twice. A creature attempts only one save and can take damage only once. The tarn linnorm can't use Breath Weapon or Overwhelming Breath again for 2d4 rounds.
Ability
Primal Innate Spells
DC 42; Constant (9th) freedom of movement; (8th) true seeing
Ability
Tarn Linnorm Venom
(acid, injury, poison) Saving Throw DC 44 Fortitude; Maximum Duration 10 rounds; Stage 1 7d6 acid damage and drained 1; Stage 2 11d6 acid damage and drained 2.
Offense
Melee
Circumstance: combat round (melee)
jaws +38 [+33/+28] (reach 30 feet, magical), Damage 4d12+18 piercing plus tarn linnorm venom
Trait
Acid
Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.
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
curse
paralyzed
sleep
Language
Aklo
Draconic
Sylvan
Perception
darkvision
scent (imprecise) 60 feet
true seeing
Weakness
cold iron 15