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Hegremon

Creature 13 (unique) — cold, giant, humanoid

Pre-Remaster content. May include legacy alignment.

SniperCrasherLANDVERTICALgiantcoldhumanoid

Source: quest-for-the-frozen-flame-bestiary (Pre-Remaster)

Perception +27; low-light-vision
Languages common, hallit, jotun
Skills acrobatics +27, athletics +25, crafting +24, intimidation +23, medicine +23, nature +27, stealth +27 (+29 in snow), survival +27
Str
+6
Dex
+8
Con
+4
Int
+5
Wis
+6
Cha
+4
Items Mammoth Bow, Shortsword (2), Chain Shirt, Potion of Fire Resistance (Moderate)
AC 34 Fort +23 Ref +27 Will +21
HP 225
Immunities cold
Weaknesses fire 10
Speed 30 feet, climb 15 feet

Offense

Melee Shortsword (agile, finesse, magical, reach-10, versatile-p) +26, Damage 2d6+12 slashing
Melee Foot (agile, finesse, reach-10, unarmed) +25, Damage 3d6+12 bludgeoning
Ranged Mammoth Bow (deadly-d10, magical, propulsive, reload-0, volley-50) +27, range increment 180 feet, Damage 3d8+9 piercing plus 2d6 piercing

Abilities

Evasion — When Hegremon rolls a success on a Reflex save, he gets a critical success instead.
Aimed Shot (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 — (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 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). Hegremon can't use Chill Breath again for 1d4 rounds.
Hunt Prey (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 ShotFrequency 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 Off-Guard to Hegremon.
Penetrating Shot — 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.

WORKS WELL WITH

AnvilLANDA durable frontline pins the marked prey in place while the hunter lines up penetrating shots from range.
SnareLANDA controller that forces enemies into difficult terrain turns every shot against them into an easy Off-Guard hit.
FlankerLANDA mobile striker keeps prey from disengaging, letting the hunter maintain a clean firing line turn after turn.

PUNISHES

✖ cover reliance✖ natural difficult terrain✖ isolated prey
Avoid pairing with another dedicated marksman; both need open lines and will crowd the same firing positions.
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 #177: Burning Tundra.

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