Linnorm, Fjord

This massive, eel-like dragon has two webbed talons. Its tail ends in large and powerful-looking flukes.

Fjord Linnorm CR 16

XP 76,800
CE Gargantuan dragon (aquatic)
Init +10; Senses darkvision 60 ft., low-light vision, scent, true seeing; Perception +24


AC 30, touch 12, flat-footed 24 (+6 Dex, +18 natural, -4 size)
hp 248 (16d12+144); regeneration 10 (cold iron)
Fort +19, Ref +18, Will +15
Defensive Abilities freedom of movement; DR 15/cold iron; Immune cold, curse effects, mind-affecting effects, paralysis, poison, sleep; SR 27


Speed 30 ft., fly 100 ft. (average), swim 60 ft.
Melee bite +25 (2d8+13/19-20 plus poison), 2 claws +25 (2d6+13), tail +20 (2d6+6 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks breath weapon, constrict (tail, 2d6+19), death curse


Str 36, Dex 23, Con 28, Int 5, Wis 21, Cha 26
Base Atk +16; CMB +33 (+37 grapple); CMD 49 (can’t be tripped)
Feats Blind-Fight, Combat Reflexes, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike
Skills Fly +19, Perception +24, Swim +40
Languages Aklo, Draconic, Sylvan
SQ amphibious


Breath Weapon (Su)

Once every 1d4 rounds as a standard action, a fjord linnorm can expel a 120-foot line of icy fluid, dealing 16d8 points of cold damage to all creatures struck (Reflex DC 27 for half damage). The freezing liquid quickly hardens to sheets of ice, causing any creature that takes damage to move at only half its normal speed for 1d4 rounds. A DC 27 Strength check made as a full-round action allows a character to break free of the ice before this duration expires. The save DC and Strength check DC are Constitution-based.

Death Curse (Su)

Curse of Drowning: save Will DC 26; effect creature can never gain the benefit of water breathing, and if it possesses this ability, loses it as long as it suffers the curse. In addition, the creature can hold its breath only half as long as normal, and whenever the cursed creature holds its breath, it functions as if sickened.

Poison (Ex)

Bite—injury; save Fort DC 27; frequency 1/round for 10 rounds; effect 3d6 cold damage and 1d6 Con drain; cure 2 consecutive saves.


Environment cold mountainous coastlines
Organization solitary
Treasure triple

Fjord linnorms dwell among the deep waters that grace northern coastlines where fingers ofland create complex rivulets, venturing out to sea to feed on sharks and whales when they cannot find settlements or traveling caravans to savage. As their favored haunts often overlap with coastal trade routes, regions known to be within the territory of a fjord linnorm are often avoided by ships. Fjord linnorms are not particularly adept at capsizing ships, as are some other large aquatic monsters, but one might argue that such tactics are unnecessary for a creature the size and power of a fjord linnorm in the first place.

Both the curse and poison of a fjord linnorm are extremely dangerous for those who frequent the waterways of the north. The fjord linnorm’s curse is particularly devastating to aquatic creatures, and such beings are careful to avoid any possible conflict with such linnorms.

A fjord linnorm is 60 feet long and weighs just over 10,000 pounds.

Variant: Linnorm, Fjord, Fljót (CR 16)


This massive, sickly green and black eellike dragon has two webbed talons. Its tail ends in large and powerful-looking flukes. These linnorms dwell among the deep rivers and inlets that grace northern waterways though they despise saltwater and never venture out to sea. Their favored haunts often overlap with river trade routes and bridges.

Breath Weapon (Su)

Once every 1d4 rounds as a standard action, a fljót linnorm can expel a 60-ft. cone of highly pressurized toxic water, dealing 16d8 points of magical bludgeoning damage to all creatures struck (Reflex DC 27 for half damage). Creatures with damage reduction that is not overcome by magical bludgeoning damage apply their listed damage reduction amount per die of damage. Upon a failed saving throw, the subject is affected by the linnorm’s poison attack. The save DC is Constitution-based.

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

Death Curse (Su)

Curse of Befouling Water: save Will DC 26; effect: any water within 5 ft. of the slayer of the linnorm becomes stagnant, making it foul and unable to support water-breathing life. The curse spoils liquids containing water. Liquid-based magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 26) or become ruined. A living subject can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters that take an amount of nonlethal damage equal to their total hit points begin to take lethal damage instead.

Living subjects who have taken nonlethal damage from lack of water are fatigued. Nonlethal damage from thirst cannot be recovered until the character gets food or water as needed—not even magic that restores hit points heals this damage.

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

Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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