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From Pathfinder Bestiary 2, which isn't enabled.

Shoal Linnorm

CREATURE 15

Shoal linnorms occupy rocky shoreline shallows and slither along lonely coastlines. While they do not intentionally seek out large settlements, these linnorms nonetheless beleaguer fishers headed out from small coastal towns, and they may even follow skiffs back to their home port to appraise the town's defenses and plan a raid. Shoal linnorms tend to hunt large prey, both underwater and on land. Their preferred quarries includes giant squid and grizzly bears-meals rich in fat, which the linnorms metabolize into the fiery steam that courses through their veins.


Perception +27; darkvision, scent (imprecise) 60 feet, truesight 60 feet
Languages Aklo, Draconic, Fey
Skills Acrobatics +28, Athletics +31, Stealth +28
Str +8, Dex +5, Con +7, Int -3, 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 38; Fort +29, Ref +25, Will +22; +1 status to all saves vs. magic
HP 295, regeneration 10 (deactivated by cold iron); Immunities curse, fire, paralyzed, sleep; Weaknesses cold iron 10
+1 Status to All Saves vs. Magic
Regeneration 10 (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 Drowning (curse, primal, water)

When a creature slays a shoal linnorm, it must succeed at a DC 38 Will save or become cursed. As long as the curse of drowning persists, the character must spend 3 actions when drinking any liquid. Attempting to drink liquid faster causes the victim to begin drowning, immediately running out of air and falling unconscious.


Speed 35 feet, fly 100 feet, swim 100 feet
Melee Jaws +31 (magical, reach 20, unarmed), Damage 3d12+16 piercing plus Shoal Linnorm Venom
Melee Claw +31 (agile, magical, reach 15, unarmed), Damage 3d8+16 slashing
Melee Tail +31 (magical, reach 25), Damage 4d6+16 bludgeoning plus Improved Grab
Primal Innate Spells DC 36, attack +26; Constant (7th) Freedom of Movement; Constant (6th) True Seeing
Breath Weapon (fire, primal, water)

The shoal linnorm exhales scalding steam that deals 12d8 fire damage in a 60-foot cone (DC 36 basic Reflex save). The steam lingers until the end of the linnorm's next turn; anyone who enters the area or begins their turn in the area takes 6d8 fire damage (DC 36 Reflex save negates). During this time, the steam is so thick that it impedes movement as well as sight, turning the area into difficult terrain. All creatures in the steam become Concealed, and all creatures outside the steam become concealed to creatures within it.

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

Shoal Linnorm Venom (fire, poison)
Saving Throw DC 36 Fortitude
Maximum Duration 10 rounds
Stage 1 4d6 fire damage and Enfeebled 1 (1 round)
Stage 2 6d6 fire damage and Enfeebled 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