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JurgrindorCreature 3


UniqueCELargeColdGiantHumanoid
Source Pathfinder Kingmaker
Perception +9 (low-light vision)
Languages Common, Jotun
Skills Athletics +10, Crafting +7, Intimidation +9, Stealth +8
Str +5, Dex +1, Con +3, Int +0, Wis +2, Cha +0

AC 17; Fort +12; Reflex +6; Will +9;
HP 25 (wounded arm)
Speed 30 feet

Fist One Action +10 (+6, +2) to hit (agile, reach 10) 1d8+8 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Wounded Arm

Jurgrindor's left arm is dreadfully wounded, courtesy of Amiri's greatsword. The discomfort of this wound causes Jurgrindor to take a -2 circumstance penalty to his Armor Class and Strikes (these modifications are included in his stats). At the end of each of his turns, Jurgrindor must succeed at a DC 12 flat or the wound begins to bleed again, dealing him 1d6 Persistent bleed Damage. He can't use Catch Rock or Throw Rock (as typical giants) until he's healed back to full hit points.

Chill Breath One Action (cold, evocation, primal)

Jurgrindor breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 2d6 cold damage (DC 18 basic reflex). A creature that critically fails the save is also Immobilized until it Escapes (DC 18). Jurgrindor can't use Chill Breath for 1d4 rounds.



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.