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Hryngar Forgepriest

Creature 6 — dwarf, hryngar, humanoid

Pre-Remaster content. May include legacy alignment.

WeaverSniperLANDdwarfhumanoidfiredivineoccult

Abandoned by their cousins, the surface dwarves, hryngars were saved by Droskar, who taught them to work hard and give no quarter. Now, that hardness is the sword and shield by which the hryngar rule their kingdoms. The forgepriests proselytize Droskar's teachings and punish heretics for any defiance. Hryngars descend from dwarves who did not undertake the Quest for Sky and remained denizens of the Darklands. Most now worship Droskar, god of toil. Upworlder Prejudice Many upworlders' only exp

Source: sky-kings-tomb-bestiary (Pre-Remaster)

Perception +13; darkvision
Languages common, dwarven, sakvroth
Skills athletics +11, intimidation +13, religion +15, society +11
Str
+3
Dex
+1
Con
+4
Int
+1
Wis
+5
Cha
+3
Items Light Hammer, Chain Mail
AC 23 Fort +14 Ref +11 Will +15
HP 99
Resistances fire 5
Speed 20 feet

Offense

Melee Light Hammer (agile, magical) +14, Damage 2d8+5 bludgeoning
Ranged Light Hammer (agile, magical, thrown-20) +12, Damage 2d8+5 bludgeoning

Abilities

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.
Toil is Strength (misfortune) —
Hammerfall — The forgepriest tosses their hammer up to 30 feet. Where the hammer lands, molten metal erupts from the ground in a 10-foot burst{10 foot radius} dealing 6d8 fire damage to creatures in the area (DC 21 Reflex save). Creatures who critically fail also take 1d8 persistent fire damage. The forgepriest can't use Hammerfall again for 1d4 rounds.
Divine Prepared Spells DC 21, attack +13
3rd Agonizing Despair, Crisis of Faith
2nd Charitable Urge, See the Unseen
1st Command, Detect Poison, Fear, Mending, Runic Weapon
Cantrips (3rd) Daze, Detect Magic, Prestidigitation, Read Aura, Shield
Occult Innate Spells DC 21, attack +13
2nd Blood Vendetta, Paranoia
Cantrips (2nd) Sigil

WORKS WELL WITH

AnvilLANDA frontline body holds enemies in place long enough for the thrown fire burst to land on a clustered group.
CrasherLANDA melee bruiser forces enemies to commit to a fight, keeping them inside the molten burst's eruption zone.
SnareLANDA controller that stalls a target's retreat keeps it inside the burst radius for a second application.

PUNISHES

✖ clumping✖ melee reliance✖ low Reflex
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 #194: Cult of the Cave Worm.

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