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Jurgrindor

Creature 3 (unique) — cold, giant, humanoid

Pre-Remaster content. May include legacy alignment.

Source: kingmaker-bestiary (Pre-Remaster)

Perception +9; low-light-vision
Languages common, jotun
Skills athletics +10, crafting +7, intimidation +9, stealth +8
Str
+5
Dex
+1
Con
+3
Int
+0
Wis
+2
Cha
+0
Items Battered Breastplate
AC 17 Fort +12 Ref +6 Will +9
HP 50 (wounded arm)
Speed 30 feet

Offense

Melee Fist (agile, reach-10, unarmed) +10, Damage 1d8+8 bludgeoning

Abilities

Wounded Arm — Jurgrindor's left arm is dreadfully wounded, courtesy of Amiri's greatsword. The discomfort of this wound causes Jurgrindor to take a -2 circumstance penalty to his Armor Class and Strikes (these modifications are included in his stats). At the end of each of his turns, Jurgrindor must succeed at a DC 12 Flat or the wound begins to bleed again, dealing him 1d6 bleed damage. He can't use Catch Rock or Throw Rock (as typical giants) until he's healed back to full hit points.
Chill Breath (cold, primal) — Jurgrindor breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 2d6 cold damage (DC 18 Reflex). A creature that critically fails the save is also Immobilized until it Escapes. Jurgrindor can't use Chill Breath for 1d4 rounds.

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

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