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Pathfinder Second Edition

Compendium

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Ice Linnorm

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The Ice Linnorm dwells amid glacial crevasses, atop wind-blasted mountain peaks, or within glittering caverns carved from the hearts of the mightiest of icebergs.

Attributes

Ice Linnorm

Creature 17

CEGargantuanUncommon, Cold, Dragon
  • Perception29; darkvision, scent (imprecise) 60 feet, true seeing
  • LanguagesAklo, Draconic, Sylvan
  • Skills acrobatics 28 athletics 32
  • Str9Dex5Con7Int -3Wis6Cha7
  • AC 41 Fort32Ref28Will27 (+1 status to all saves vs. magic)
  • HP 330 Immunitiescold, curse, paralyzed, sleep Weaknessescold iron 15, fire 10
  • Curse of Frost When a creature slays an ice linnorm, it must succeed at a DC 40 Will save or permanently gain weakness to cold 15.
  • Attack of Opportunity TriggerA 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. Tail only. 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.
  • Speed35 feet, fly 100 feet, swim 40 feet, freedom of movement
  • Melee jaws 34 (reach 25 feet, magical) Damage3d12+17 piercing plus ice linnorm venomclaw 34 (reach 20 feet, agile, magical) Damage3d8+17 slashing tail 34 (reach 25 feet, agile, magical) Damage3d6+17 bludgeoning plus Improved Grab
  • Breath Weapon (cold, evocation, primal) The ice linnorm spews out a blast of freezing, viscous ooze in a 60-foot cone that deals 15d6 (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 (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 (1d4) rounds.
  • Constrict 2d6+18 (2d6+18) bludgeoning, DC 38. The monster deals the listed amount of damage to any numbers of creatures grabbed or restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
  • Ice Linnorm Venom (cold, injury, poison) Saving Throw: DC 38 Fortitude; Maximum Duration: 10 rounds; Stage 1: 5d6 (5d6) cold damage and drained 1; Stage 2: 7d6 (7d6) cold damage and drained 2.
  • Primal Innate Spells DC 38; Constant (8th) freedom of movement; (7th) true seeing