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General Avinash JurrgCreature 14


UniqueLELargeGiantOniHumanoidFiend
Source Pathfinder Kingmaker
Perception +26 (darkvision, low-light vision)
Languages Common, Jotun
Skills Acrobatics +24, Arcana +26, Athletics +28, Deception +28, Intimidation +28, Nature +24, Society +24, Lore +26
Str +8, Dex +4, Con +6, Int +4, Wis +4, Cha +6

AC 36; Fort +28; Reflex +24; Will +24; +1 status to all saves vs. magic
HP 225 (regeneration 15 (deactivated by acid or fire)
Speed 30 feet (fly 30 feet)

Greatsword One Action +30 (+25, +20) to hit (versatile p) 1d12+12 Slashing
Composite Longbow One Action +28 (+23, +18) to hit (deadly d10, propulsive, range increment 100, volley 30) 1d8+4 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. MagicRegeneration 15 (deactivated by acid or fire)

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 Reaction

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.

Battlefield Command One Action (auditory, enchantment, incapacitation, linguistic, mental, primal)

Frequency once per round


Effect General Jurrg roars out a simple command during battle, using his supernatural power to force a foe within 30 feet to pursue a tactic in combat. The targeted creature must attempt a DC 34 will save and is thereafter temporarily immune to new Battlefield Commands for 24 hours.


Critical Success The creature is unaffected.

Success The creature is Stunned 1 as their mind rails against the command.

Failure The creature must spend 1 action at the start of their turn to perform a basic action commanded by the general.

Critical Failure As failure, but the creature must spend all 3 actions to perform basic actions commanded by the general. At the end of their turn, they must save against Battlefield Command again to determine how the effect continues into their next turn, but each time this save is attempted the DC is reduced by 2.

Change Shape One Action (concentrate, polymorph, primal, transmutation)

The onidoshi takes on the appearance of an ogre. This doesn't change their Speed or Strike attack and damage.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.


Primal Innate Spells (DC 36, +28 to hit)

1st Level: Sleep
2nd Level: Darkness (At Will), Invisibility, Invisibility (At Will)
3rd Level: Chilling Darkness
4th Level: Gaseous Form
5th Level: Cone of Cold


Onidoshi, or ogre mages, are oni with the material form of an ogre. Onidoshi's supernatural prowess and overwhelming intellect are enough to awe and cow entire families of rank-and-file ogres. Because of this, onidoshi are often found at the head of ogre war parties or orchestrating these violent campaigns from behind the scenes. It's rare for onidoshi to lead solitary existences, but those who do prefer to maraud the countryside or exploit villages and hoard the spoils for themselves.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.