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General Avinash Jurrg

Creature 14 (unique) — fiend, giant, humanoid, oni, unholy

Pre-Remaster content. May include legacy alignment.

CrasherAnvilLANDAERIALfiendgiantoniunholy

Onidoshi, or ogre mages, are oni with the material form of an ogre. Onidoshi's supernatural prowess and overwhelming intellect are enough to awe and cow entire families of rank-and-file ogres. Because of this, onidoshi are often found at the head of ogre war parties or orchestrating these violent campaigns from behind the scenes. It's rare for onidoshi to lead solitary existences, but those who do prefer to maraud the countryside or exploit villages and hoard the spoils for themselves.

Source: kingmaker-bestiary (Pre-Remaster)

Perception +26; darkvision, low-light-vision
Languages common, jotun
Skills acrobatics +24, arcana +26, athletics +28, deception +28, intimidation +28, nature +24, society +24, Warfare Lore +26
Str
+8
Dex
+4
Con
+6
Int
+4
Wis
+4
Cha
+6
Items Composite Longbow, Greatsword, Breastplate
AC 36 Fort +28 Ref +24 Will +24 +1 status to all saves vs. magic
HP 225 (regeneration 15 (deactivated by acid or fire))
Speed 30 feet, fly 30 feet

Offense

Melee Greatsword (unholy, versatile-p) +30, Damage 1d12+12 slashing
Ranged Composite Longbow (deadly-d10, propulsive, unholy, volley-30) +28, range increment 100 feet, Damage 1d8+4 piercing

Abilities

+1 Status to All Saves vs. Magic
Regeneration 15 (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.
Attack of Opportunity
Battlefield Command (auditory, incapacitation, linguistic, mental, primal) — Frequency once per round

Effect General Jurrg roars out a simple command during battle, using his supernatural power to force a foe within 30 feet to pursue a tactic in combat. The targeted creature must attempt a DC 34 Will save and is thereafter temporarily immune to new Battlefield Commands for 24 hours.

Critical Success The creature is unaffected.

Success The creature is Stunned 1 as their mind rails against the command.

Failure The creature must spend 1 action at the start of their turn to perform a basic action commanded by the general.

Critical Failure As failure, but the creature must spend all 3 actions to perform basic actions commanded by the general. At the end of their turn, they must save against Battlefield Command again to determine how the effect continues into their next turn, but each time this save is attempted the DC is reduced by 2.
Change Shape (concentrate, polymorph, primal) — The onidoshi takes on the appearance of an ogre. This doesn't change their Speed or Strike attack and damage.

The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Primal Innate Spells DC 36, attack +28
5th Cone of Cold
4th Gaseous Form
3rd Chilling Darkness
2nd Darkness (At Will), Invisibility, Invisibility (At Will)
1st Sleep

WORKS WELL WITH

WeaverLAND / AERIALWeaver repositions enemies into reach where Jurrg's Battlefield Command and Attack of Opportunity control them.
ShadeLAND / AERIALShade debuffs enemy Will saves, making Jurrg's Battlefield Command more reliably disruptive.
SniperLAND / AERIALSniper engages aerial or distant targets that Jurrg cannot immediately reach himself.

PUNISHES

✖ clumping✖ low Will✖ standing still
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Kingmaker.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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