Monsters / Linnorm, Ice

Linnorm, Ice

CR 17 - 102,400 XP - CE Colossal Dragon

Stat block

AC32 (touch 8, flat-footed 26)HP279 (18d12+162)SavesFort +20, Ref +19, Will +16Meleebite +24 (3d8+14/19-20 plus poison), 2 claws +24 (2d6+14), tail +19 (3d6+7 plus grab)Speed40 ft., climb 40 ft., fly 100 ft. (average), swim 40 ft.AbilitiesStr 38, Dex 22, Con 29, Int 5, Wis 20, Cha 23BAB / CMB / CMD+18 / +40 / 56Sensesdarkvision 120 ft., low-light vision, scent, true seeing; Perception +26Environmentcold hills and mountains
DR 15/cold ironimmune coldimmune curse effectsimmune mind-affecting effectsimmune paralysisimmune poisonimmune sleepSR 28

Combat brain - every behavior cites its line (7 rules)

Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.

constrict (from special_attacks)
special attacks: constrict 3d6+21 each round it holds
grapple-grab (from melee)
melee: bite +24 (3d8+14/19-20 plus poison), 2 claws +24 (2d6+14), tail +19 (3d6+7 plus grab) - grab rides the hit
bruiser (from abilities)
abilities: Str 38 over Dex 22 - plant and full-attack, soak the hits
aoo-coverage (from feats)
feats: Combat Reflexes - movement through its reach is punished
strikes-first (from feats)
feats: Improved Initiative - it moves before you do
power-attack (from feats)
feats: Power Attack - trades accuracy for damage when the hit is likely
night-hunter (from senses)
senses: darkvision 120 ft., low-light vision, scent, true seeing; Perception +26 - hunts where prey is blind

On-hit riders and breath

constrict3d6+21
breath weapon3d6+21
curse

From the entry

Once every 1d4 rounds as a standard action, an ice linnorm can expel a 60-foot cone of freezing, viscous ooze, dealing 18d8 points of cold damage to all creatures struck (Reflex DC 28 halves). The freezing ooze clings to those struck, and 1 round later the ooze hardens into thick sheets of ice. Creatures that were damaged are frozen motionless unless they can break free with a DC 25 Strength, Escape Artist, or combat maneuver check. Each round a creature remains frozen it takes 1d6 points of cold damage. Another creature can free a frozen target by tearing away the ice (this takes 1d4 rounds) or dealing at least 20 points of fire damage to the frozen target. Left unattended, the ice crumbles away in 2d4 rounds on its own. Creatures with the fire subtype cannot be frozen in place by this breath weapon. Flying creatures that don't have supernatural flight fall if frozen, and swimming cr...