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KralgurnCreature 14


UniqueLEMediumDuergarDwarfHumanoid
Source Pathfinder #148: Fires of the Haunted City
Perception +24 (darkvision)
Languages Common, Dwarven, Undercommon
Skills Athletics +28, Intimidation +28, Occultism +25
Str +8, Dex +4, Con +4, Int +0, Wis +4, Cha +3

AC 36; Fort +28; Reflex +22; Will +25;
HP 255
Speed 25 feet

Corrosive Whip One Action +31 (+26, +21) to hit (disarm, magical, nonlethal, reach, trip) 2d4+16 Slashing + 1d6 Acid
Composite Longbow One Action +27 (+22, +17) to hit (deadly d10, magical, range increment 60, reload 0, volley 30) 2d8+12 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.

Intimidating Attack of Opportunity Reaction (emotion, fear, mental)

Kralgurn's Attacks of Opportunity not only wound creatures, but also shatter their confidence. If Kralgurn hits and deals damage with an Attack of Opportunity, the target is Frightened 2, or Frightened 4 on a critical hit.


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.

Light Blindness

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

Fearsome Brute

When Kralgurn attacks a Frightened creature, he gains a circumstance bonus to damage equal to three times the target's frightened value.


Occult Innate Spells (DC 34, +26 to hit)

2nd Level: Enlarge (Self Only), Invisibility (Self Only)



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.

Dwarf

A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.

Humanoid

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