GurijaCreature 5
Source Pathfinder Kingmaker
Perception +11
Languages Abyssal, Common, Jotun
Skills Athletics +10, Deception +13, Intimidation +13, Religion +11
Str +3, Dex +2, Con +4, Int +0, Wis +0, Cha +4
AC 21; Fort +13; Reflex +13; Will +11;
HP 95 (regeneration 20 (deactivated by acid or fire)
Speed 30 feet
Weaknesses Fire 10
Resistances Electricity 2
Jaws +12 (+7, +2) to hit (reach 10) 2d10+5 Piercing
Claws +12 (+8, +4) to hit (agile, reach 10) 2d8+5 Slashing
Regeneration 20 (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.
Sudden Stormburst (evocation, primal, water)Requirements An ally within 60 feet is suffering persistent acid or fire damage.
Effect Gurija summons a torrential but localized rainstorm around the ally that washes off any acid or douses any fire on it to immediately end persistent acid or fire damage.
Primal Spontaneous Spells (DC 22, +14 to hit)
Cantrips (3rd Level): Electric Arc, Prestidigitation, Ray of Frost, Read Aura, Tanglefoot
1st Level (3 slots): Fear, Hydraulic Push, Magic Fang, Shocking Grasp
2nd Level (3 slots): Dispel Magic, Resist Energy
3rd Level (2 slots): Lightning Bolt, Slow
Traits
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.