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Kralgurn

Creature 14 (unique) — duergar, dwarf, humanoid

Pre-Remaster content. May include legacy alignment.

AnvilLAND

Source: age-of-ashes-bestiary (Pre-Remaster)

Perception +24; darkvision
Languages common, dwarven, sakvroth
Skills athletics +28, intimidation +28, occultism +25
Str
+8
Dex
+4
Con
+4
Int
+0
Wis
+4
Cha
+3
Items Composite Longbow, Whip, Scale Mail, Manacles (Good), Scroll of Discern Location (Level 8), Gold Pieces (50)
AC 36 Fort +28 Ref +22 Will +25
HP 255
Speed 25 feet

Offense

Melee Corrosive Whip (disarm, magical, nonlethal, reach, trip) +31, Damage 2d4+16 slashing plus 1d6 acid
Ranged Composite Longbow (deadly-d10, magical, reload-0, volley-30) +27, range increment 60 feet, Damage 2d8+12 piercing

Abilities

Intimidating Attack of Opportunity (emotion, fear, mental) — Kralgurn's Attacks of Opportunity not only wound creatures, but also shatter their confidence. If Kralgurn hits and deals damage with an Attack of Opportunity, the target is Frightened 2, or Frightened 4 on a critical hit.

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
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.
Fearsome Brute — When Kralgurn attacks a Frightened creature, he gains a circumstance bonus to damage equal to three times the target's frightened value.
Occult Innate Spells DC 34, attack +26
2nd Enlarge (Self Only), Invisibility (Self Only)

WORKS WELL WITH

FlankerLANDThe anvil's reach and trip keep enemies stationary while its intimidating AoO punishes repositioning, creating stable flanking setups.
SniperLANDKralgurn's reach control and AoO zone pin enemies at predictable range, giving a ranged attacker clear firing lanes.

PUNISHES

✖ standing still✖ low Will✖ spellcasting
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 #148: Fires of the Haunted City.

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