Linnorm, Taiga

With menacing black horns jutting from its head, this two-legged dragon is covered in dark green scales and vicious black barbs.

Taiga Linnorm CR 19

XP 204,800
CE Colossal dragon
Init +11; Senses darkvision 60 ft., low-light vision, scent, true seeing; Perception +30


AC 34, touch 9, flat-footed 27 (+7 Dex, +25 natural, -8 size)
hp 346 (21d12+210); regeneration 15 (cold iron)
Fort +22, Ref +21, Will +18
Defensive Abilities freedom of movement, spines; DR 15/cold iron; Immune curse effects, electricity, mind-affecting effects, paralysis, poison, sleep; SR 30


Speed 40 ft., fly 100 ft. (average), swim 60 ft.
Melee bite +29 (3d8+16/19-20 plus poison), 2 claws +29 (2d6+16), tail +24 (3d6+8 plus grab)
Space 30 ft.; Reach 30 ft.
Special Attacks breath weapon, constrict (tail, 3d6+24), death curse


Str 43, Dex 25, Con 30, Int 6, Wis 23, Cha 28
Base Atk +21; CMB +45 (+49 grapple); CMD 62 (can’t be tripped)
Feats Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike
Skills Fly +23, Perception +30, Stealth +15 (+23 in forests), Swim +48; Racial Modifiers +8 Stealth in forests
Languages Aklo, Draconic, Sylvan


Breath Weapon (Su)

Once every 1d4 rounds as a standard action, a taiga linnorm can expel a 60-foot cone of electrified vapor, dealing 21d8 points of electricity damage to all creatures struck (Reflex DC 30 for half). The vapor itself persists for 1d4 rounds, filling its cone-shaped area with electrified mist that deals 4d6 points of electricity damage (no save) to any creature that ends its turn in the mist. The mist does not hinder vision. The save DC is Constitution-based.

Death Curse (Su)

Curse of Electrocution: save Will DC 29; effect the creature gains vulnerability to electricity.

Poison (Ex)

Bite—injury; save Fort DC 30; frequency 1/round for 10 rounds; effect 4d6 electricity damage and 1d8 Dex drain; cure 3 consecutive saves.

Spines (Ex)

Any creature that makes a melee attack against a taiga linnorm takes 1d6 points of piercing damage per attack from the linnorm’s spines. A melee weapon with reach provides protection from these spines.


Environment cold forests
Organization solitary
Treasure triple

A beast covered with hundreds of spines, the taiga linnorm is a terror to all those who venture through the arctic forests of the north. Taiga linnorms take down foes and prey first with their electrifying breath and finish their victims off with their devastating bite.

In winter, when light is sparse and the nights are long, it is easy for a taiga linnorm to blend in with the coniferous forests it dwells in, hiding among the trees and ambushing imprudent travelers or unwary adventurers setting up camp. A taiga linnorm often lies in wait for days—sometimes weeks—just for the opportunity to maim and devour unsuspecting victims. When this subtler tactic does not work, a taiga linnorm simply rampages through the woods in order to find nearby settlements to pillage, taking twisted delight in shocking the inhabitants before shredding them with its massive jaws or destructive forelimbs. In any event, taiga linnorms rarely venture far from their woodland territories save for short flights to attack outlying villages.

A taiga linnorm is 50 feet long and weighs just over 13,000 pounds.

Variant: Taiga, Linnorm, Myrkviðr (CR 19)


With menacing dark brown horns like tree branches jutting from its head, this two-legged dragon is covered in dark brown scales. These dragons always blend in with the local fauna to resemble the surrounding forest. These great guardians of the forests share many similarities to treants, and indeed sometimes myrkviðr linnorm at rest can be mistaken for elder treants. However, myrkviðr linnorm are more vicious than their sometimes allies, and are more willing to look upon the destruction of a forest as a chance for a new one to grow, even if it is the forest they are trying to protect at the time. In that respect, they defend nature’s right to exist in the face of civilization rather than the forests themselves.

Breath Weapon (Su)

Once every 1d4 rounds as a standard action, a myrkviðr linnorm can expel a 60-ft. cone of vermin (usually wasps) that deals 28d6 points of damage in a manner similar to a swarm, a successful Reflex save (DC 30) results in half damage. The swarms persists as a creeping doom spell (CL 19) and remains until the spell’s duration ends or the dragon uses its breath weapon again, whichever comes first. The save DC is Constitution-based.

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

Death Curse (Su)

When a creature slays a myrkviðr linnorm, the slayer is affected by the curse of vermin.

Curse of Vermin: save Will DC 25; effect: swarms, rats, bats, vermin and related magical beasts the subject encounters automatically seek out and attack the subject.

Other mundane vermin creatures also flock to the subject, finding comfort in him. Flies, gnats, and other mundane vermin creatures make their home in his hair and skin, laying their eggs on him, becoming a constant nuisance, and getting into his nose, mouth, and eyes.

The vermin constantly infect the victim, weakening his immune system and causing a -4 circumstance penalty to any Fortitude saves to resist diseases. The cloud of vermin also attracts attention and makes it difficult to see. Any rolls that depend on visual acuity suffer a -4 circumstance penalty including Disable Device and Perception checks, and any ranged attacks. In addition, all Charisma-based checks suffer a -4 circumstance penalty. Also, 2d4 tiny vermin creatures accompany the victim at all times, often sleeping with the victim at night and may be found in the victim’s pockets or equipment. There is a 50% chance every night that the vermin will chew up any paper materials they can access, or eat any accessible food; if there is no food or paper, they bite the subject, waking it from sleep. They also make sneaking difficult and any Stealth attempts suffer a -4 circumstance penalty. The save DC is Charisma-based.

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

Poison (Su)

Bite—injury; save: Fort DC 28; frequency: 1/round for 10 rounds; effect: 4d6 piercing damage and 1d6 Dexterity drain; cure: 3 consecutive saves. The save DC is Constitution-based.

This replaces a taiga linnorm’s normal poison 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.

scroll to top