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From Pathfinder Bestiary 2, which isn't enabled.

Cairn Linnorm

CREATURE 18

Cairn linnorms are disturbing, even by linnorm standards. They make their homes in necropolises, burial grounds, and the sites of immense and gory battles. Some point out that cairn linnorms feast on shambling undead and thus provide a service to the living, but these beasts are not choosy and will happily consume any creature, whether or not it draws breath.

Some tales state that cairn linnorms will not-or cannot-enter a tomb without the permission of a descendant of the deceased (or the permission of the deceased itself, in the instance that it has risen from the dead). Likewise, once a cairn linnorm has entered a tomb, it won't leave until it has secured permission to do so. Whether such legends are true or not is anyone's guess; nevertheless, reports of a cairn linnorm in the vicinity are harrowing enough to dissuade even the most foolhardy grave robber from peeking into too many crypts or mausoleums.


Perception +30; darkvision, scent (imprecise) 60 feet, truesight 60 feet
Languages Aklo, Draconic, Fey
Skills Acrobatics +32, Athletics +35
Str +9, Dex +6, Con +8, Int -2, Wis +6, Cha +7
Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.


AC 43; Fort +34, Ref +30, Will +26; +1 status to all saves vs. magic
HP 360, regeneration 15 (deactivated by cold iron); Immunities acid, curse, paralyzed, sleep; Weaknesses cold iron 15
+1 Status to All Saves vs. Magic
Regeneration 15 (Deactivated by Cold Iron)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Attack of Opportunity (Tail Only)

Tail only


Trigger A 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.

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.

Curse of the Crooked Cane (curse, primal)

When a creature slays a cairn linnorm, it must succeed at a DC 44 Will save or become permanently Enfeebled 2. In addition, the victim ages at an accelerated rate, aging 1 year every day, eventually causing it to die of old age if the curse is left untended.


Speed 35 feet, climb 40 feet, fly 100 feet, swim 40 feet
Melee Jaws +35 (magical, reach 25, unarmed), Damage 3d12+17 piercing plus Cairn Linnorm Venom
Melee Claw +35 (agile, magical, reach 25, unarmed), Damage 3d8+17 slashing
Melee Tail +35 (agile, magical, reach 25), Damage 3d10+17 bludgeoning plus Improved Grab
Primal Innate Spells DC 40, attack +30; Constant (8th) Freedom of Movement; Constant (7th) True Seeing
Breath Weapon (acid, primal)

The cairn linnorm expels a 60-foot cone of void energy-infused acid, dealing 19d6 acid damage to creatures in the area (DC 40 basic Reflex save). The acid also saps the life out of affected creatures. At the beginning of the linnorm's next turn, each creature that failed the Reflex save must succeed at a DC 40 Fortitude save or become Drained 1 (Drained 2 on a critical failure).

The cairn linnorm can't use Breath Weapon again for 1d4 rounds.

Cairn Linnorm Venom (acid, poison)
Saving Throw DC 41 Fortitude
Maximum Duration 10 rounds
Stage 1 6d6 acid damage and Drained 1 (1 round)
Stage 2 8d6 acid damage and Drained 2 (1 round)
Improved Grab

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained

Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.

Pathfinder Bestiary 2OGL