Kob MolegCreature 16
Source Pathfinder Kingmaker
Perception +27 (low-light vision)
Languages Common, Jotun
Skills Athletics +31, Intimidation +30, Survival +29, Lore +27
Str +9, Dex +5, Con +6, Int +1, Wis +5, Cha +6
AC 39; Fort +30; Reflex +27; Will +27;
HP 295
Speed 35 feet
Spiked Greatclub +33 (+28, +23) to hit (backswing, reach 10, shove, versatile p) 3d12+17 Bludgeoning
Fist +31 (+27, +23) to hit (agile, reach 10) 1d6+17 Bludgeoning
Rock +29 (+24, +19) to hit (brutal, range increment 120) 1d8+17 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.
Attack of OpportunityTrigger 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.
Catch RockRequirements The monster must have a free hand but can Release anything it's holding as part of this reaction.
Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.
Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock
Kob's Ruinous StrikeKob Moleg makes a melee Strike. If he hits and deals damage, the target is Frightened 1, or Frightened 2 on a critical hit.
Throw RockThe monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
Wide SwingThe hill giant makes a single greatclub Strike and compares the attack roll result to the ACs of up to two foes within its reach.
This counts as two attacks for the hill giant's multiple attack penalty.
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
Selfish and crude, these rough-skinned raiders are bullies and ultimately cowards. Quick-tempered and fond of violence, a hill giant gladly raids and pillages the defenseless but is quick to flee from those who are bigger, stronger, or better organized than they are. A hill giant is never above shoving or tricking one of their own kind to slow down their opponent or get the best loot.
Giants are massive humanoid creatures who live in remote regions throughout the world. They are divided into a number of subtypes.
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.
EarthEffects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.