Jotunborn Sage
Creature 2 (rare) — giant, humanoid, jotunborn
WeaverShadeLANDgianthumanoidjotunbornoccult
Jotunborn are large humanoids with indirect connections to ancient giants like titans. In ancient days, jotunborn served the gods as custodians for new worlds. They lived in a sub-planar realm between the mortal Universe and the Ethereal Plane known as the Fray, and they emerged as necessary to tend to the worlds they watched over. These planar associations granted jotunborn unique abilities, including the ability to travel between planes and shaping the physical aspects of the Universe. At pres
Source: pathfinder-monster-core-2
Perception +7; low-light-vision
Languages common, cyclops, fey, jotun, petran, shadowtongue
Skills arcana +8, athletics +6, diplomacy +4, Jotunborn Lore +8, medicine +5, occultism +8, religion +5, society +8
Str
+2
Dex
+0
Con
+2
Int
+4
Wis
+1
Cha
+0
Items Dagger, Scroll of Mindlink (Rank 1)
AC 16
Fort +8
Ref +4
Will +9
HP 26
Speed 25 feet
Offense
Melee Dagger (agile, versatile-s) +10, Damage 1d4+5 piercing
Ranged Dagger (agile, thrown-10, versatile-s) +8, Damage 1d4+5 piercing
Melee Fist (agile, nonlethal, unarmed) +10, Damage 1d4+5 bludgeoning
Abilities
Iivlar Weaving — The sage has planar thread woven into their skin. This thread glows with dim light in a 10-foot emanation. They can Sustain to extinguish, reactivate, or adjust the coloration of this light.
Plane-Hopper Dash — Frequency once per day
Effect The jotunborn sage moves with swiftness between planar boundaries to shorten their journey. The sage Strides; this movement doesn't trigger reactions. Once the Stride is complete, the sage gains a +5-status bonus to their Speed until the start of their next turn.
Effect The jotunborn sage moves with swiftness between planar boundaries to shorten their journey. The sage Strides; this movement doesn't trigger reactions. Once the Stride is complete, the sage gains a +5-status bonus to their Speed until the start of their next turn.
Occult Prepared Spells DC 18, attack +10
1st Dizzying Colors, Grim Tendrils, Sleep
Cantrips (1st) Detect Magic, Frostbite, Read Aura, Shield, Telekinetic Projectile, Void Warp
WORKS WELL WITH
AnvilLANDA durable frontline shields the fragile sage so its occult spellcasting can keep operating from behind the line.
CrasherLANDA hard-hitting bruiser punishes any target the sage weakens, converting the sage's support into decisive damage.
FlankerLANDA mobile skirmisher can capitalize on openings the sage creates before it uses its planar dash to disengage from danger.
PUNISHES
✖ overextension✖ pursuit reliance✖ focus-fire assumptions
Its low HP and weak Strikes make it a poor Anvil substitute; it needs a tankier partner rather than another squishy support.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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