Linnorm, Tarn

This nightmarishly huge, snake-like dragon possesses two equally fearsome heads. Its twin jaws seethe with acid and poison.

Tarn Linnorm CR 20

XP 307,200
CE Colossal dragon (aquatic)
Init +12; Senses all-around vision, darkvision 120 ft., low-light vision, scent, true seeing; Perception +40

DEFENSE

AC 36, touch 10, flat-footed 28 (+8 Dex, +26 natural, –8 size)
hp 385 (22d12+242); regeneration 15 (cold iron)
Fort +24, Ref +23, Will +20
Defensive Abilities freedom of movement; DR 20/cold iron; Immune acid, curse effects, flanking mind-affecting effects, paralysis, poison, sleep; SR 31

OFFENSE

Speed 40 ft., fly 100 ft. (average), swim 80 ft.
Melee 2 bites +30 (3d8+16/19–20 plus poison), 2 claws +30 (2d6+16), tail +25 (3d6+8 plus grab)
Space 30 ft.; Reach 30 ft.
Special Attacks breath weapon, constrict (tail, 3d6+24), death curse

STATISTICS

Str 42, Dex 26, Con 32, Int 7, Wis 25, Cha 27
Base Atk +22; CMB +46 (+50 grapple); CMD 64 (can’t be tripped)
Feats Awesome Blow, Blind-Fight, Combat Reflexes, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Overrun, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike
Skills Fly +25, Perception +40, Stealth +17, Swim +49; Racial Modifier +8 Perception
Languages Aklo, Draconic, Sylvan
SQ amphibious

SPECIAL ABILITIES

All-Around Vision (Ex)

A tarn linnorm’s two heads grant it a +8 racial bonus on Perception checks. It cannot be flanked.

Breath Weapon (Su)

Once every 1d4 rounds as a standard action, a tarn linnorm can expel a 120-foot line or a 60-foot cone of acid, dealing 22d8 points of acid damage to all creatures struck (Reflex DC 32 halves). This acid creates toxic fumes when it consumes organic material—on the round after a creature takes acid damage from this attack, it must make a DC 32 Fortitude save or take 2d6 points of Strength damage from the poisonous fumes (this secondary effect is a poison effect). As a full-round action, the linnorm may breathe acid with one head and bite with the other (but not use its other weapons). Alternatively, as a full-round action, it can breathe acid from both heads to create two adjacent 60-foot-long cones or two separate 120-foot-long lines. In this case it cannot use its breath weapon again for 2d4 rounds. The save DC is Constitution-based.

Death Curse (Su)

When a creature slays a tarn linnorm, the slayer is affected by the curse of death.

Curse of Death: save Will DC 29; effect creature can no longer be affected by healing spells and does not heal damage naturally from rest. The save DC is Charisma-based.

Freedom of Movement (Ex)

A tarn linnorm is under the constant effect of freedom of movement, as the spell of the same name. This effect cannot be dispelled.

Poison (Su)

Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 6d6 acid damage and 1d8 Con drain; cure 3 consecutive saves. The save DC is Constitution-based.

True Seeing (Ex)

A tarn linnorm has true seeing, as the spell of the same name. This effect cannot be dispelled.

ECOLOGY

Environment cold lakes and swamps
Organization solitary
Treasure triple

Although legends speak of even more powerful linnorms, it’s hard to believe after witnessing the devastation a two-headed tarn linnorm can wreak. Content to slumber away the centuries at the bottom of dark mountain lakes, the tarn linnorms are true horrors that even the mightiest of heroes fear.

A tarn linnorm is 120 feet long and weighs 24,000 pounds.

Variant: Linnorm, Tarn, Celestial Serpent (CR 20)

[Source]

This massive serpent has heads at both ends and glows with an unearthly hued radiance. The creature itself is pure white, but for the jet black ridge of spines on its back which twinkle as if some gaping window to the night sky. The serpent has no wings yet nonetheless its long, sinuous body snakes its way through the sky. Each horned head has four eyes that if gazed upon from a certain angle seem to be a confusing composite of two faces.

Celestial serpents, sometimes called comet dragons, or oruborus, are cosmic travelers who explore the universe.

Often they are encountered at the vicinity of temporal disturbances, the ripples of which they can sense.

Speed 40 ft., fly 100 ft. (perfect); this replaces a tarn linnorm’s normal speed.

Melee 2 bites +30 (3d8+16/19–20 plus poison); this replaces a tarn linnorm’s normal melee attacks.

Breath Weapon (Su)

Once every 1d4 rounds as a standard action, a celestial serpent can expel a 60-ft. cone of temporal stasis that freezes all subjects who fail a Ref save (DC 32) for 2 minutes. Subjects who successfully save are treated as if slowed (as the slow spell) for the same duration. Opponents frozen in this manner can still be attacked normally by the celestial serpent; however, once affected by this breath weapon, an opponent is immune to subsequent breath attacks from the same celestial serpent until the initial effect wears off. Alternatively, as a full-round action, it can breathe temporal stasis from both heads to create two adjacent 60-ft.-long cones or two separate 120-ft.-long lines. In this case, it cannot use its breath weapon again for 2d4 rounds. The save DC is Constitution-based.

This replaces a tarn linnorm’s normal breath weapon special attack.

Death Curse (Su)

When a creature slays a celestial serpent, the slayer is affected by the curse of the last year.

Curse of the Last Year: save Will DC 25; effect: the subject’s age category becomes venerable. His age in years is the maximum threshold for a creature of his race minus one year; creatures that have not reached middle age suffer the most. Their Strength, Dexterity, and Constitution scores are reduced by -6. An old creature’s Strength, Dexterity, and Constitution scores are reduced by -3. The Strength, Dexterity and Constitution scores of a middle-aged creature are reduced by -5.Venerable creatures as well as dragons, ageless, and immortal beings are unaffected by this effect. A successful save results in the creature becoming middle age –1 to Str, Dex, and Con; middle aged and older creatures are unaffected by this effect. The save DC is Charisma-based.

This replaces a tarn linnorm’s normal Death Curse special attack.

Chronal Displacement (Su)

The scales of the celestial serpent give off a bioluminescence which acts exactly like a continuous blink effect, except the celestial serpent suffers no drawbacks from this effect (for example, its own attacks do not have a 20% miss chance). However, this seeming radiation is actually the absorption of the local time by the celestial serpent.

Anyone striking it with natural attacks, unarmed strikes, or being struck by one of the celestial serpent’s natural weapons must make a successful Will Save (DC 32) or be subject to a hold monster effect for 2 minutes. The save DC is Constitution-based.

This replaces a tarn linnorm’s grab and constrict special attacks.

Poison (Su)

Bite—injury; save: Fort DC 28; frequency: 1/round for 10 rounds; effect: the target is unable to react to things going on around her, delaying her action until after this creature’s next turn and 1d6 Con drain; cure: 3 consecutive saves. The save DC is Constitution-based.

This replaces a tarn linnorm’s normal poison special attack.

Starflight (Su)

A celestial serpent can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond should take 3d20 years (or more, at the GM’s discretion), provided the celestial serpent knows the way to its destination.

This replaces a tarn linnorm’s immunity to acid.

No breath (Ex)

A celestial serpent does not breathe, and is immune to effects that require breathing (such as inhaled poison). This ability does not grant immunity to cloud or gas attacks that do not require breathing. This replaces a tarn linnorm’s aquatic subtype and amphibious special quality.

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