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HegremonCreature 13


UniqueCELargeColdGiantHumanoid
Source Pathfinder #177: Burning Tundra
Perception +27 (low-light vision)
Languages Common, Hallit, Jotun
Skills Acrobatics +27, Athletics +25, Crafting +24, Intimidation +23, Medicine +23, Nature +27, Stealth +27, Survival +27
Str +6, Dex +8, Con +4, Int +5, Wis +6, Cha +4

AC 34; Fort +23; Reflex +27; Will +21;
HP 225
Speed 30 feet (climb 15 feet)
Immunities cold
Weaknesses Fire 10

Shortsword One Action +26 (+22, +18) to hit (agile, finesse, magical, reach 10, versatile p) 2d6+12 Slashing
Foot One Action +25 (+21, +17) to hit (agile, finesse, reach 10) 3d6+12 Bludgeoning
Mammoth Bow One Action +27 (+22, +17) to hit (deadly d10, magical, propulsive, range increment 180, reload 0, volley 50) 3d8+9 Piercing

Evasion

When Hegremon rolls a success on a Reflex save, he gets a critical success instead.

Aimed Shot Two Actions (concentrate)

Hegremon makes a single mammoth bow Strike against his prey; he gains a +2 circumstance bonus to the attack roll and ignores his prey's Concealed condition.

Chill Breath One Action

(cold, evocation, primal) Hegremon breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 6d6 cold damage. Each creature in the cone must attempt a DC 28 basic reflex. A creature that fails its save is also Immobilized and takes 2d6 cold damage at the end of each of its turns until it breaks free (Escape DC 28). Hegremon can't use Chill Breath again for 1d4 rounds.

Hunt Prey One Action (concentrate)

Hegremon designates a single creature he can see and hear, or one he's Tracking, as his prey. Hegremon has a +2 circumstance bonus to Perception checks to Seek his prey and a +2 circumstance bonus to Survival checks to Track his prey. He ignores the penalty to ranged attacks within his second range increment against his prey. The first time Hegremon hits his prey in a round, he inflicts an additional 2d8 precision damage. These effects last until Hegremon uses Hunt Prey again.

Hunting Shot One Action

Frequency once per round


Effect Hegremon makes two mammoth bow Strikes against his prey. If both hit, combine their damage for the purposes of resistances and weaknesses. His multiple attack penalty applies to each Strike normally.

Ice Stride

Hegremon isn't impeded by difficult terrain caused by snow or ice, nor does he need to attempt Acrobatics checks to keep from falling on slippery ice.

Nature's Edge

Creatures in natural difficult terrain or on natural uneven ground are Flat-Footed to Hegremon.

Penetrating Shot Two Actions

Hegremon chooses a target that's giving lesser cover to his prey and makes a mammoth bow Strike against the chosen target and his prey. This attack ignores lesser cover the chosen target provides his prey. Hegremon rolls damage twice and applies it to each creature he hits. A Penetrating Shot counts as two attacks for his multiple attack penalty.



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.

Cold

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.

Humanoid

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