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Jurgrindor
AC 17
uniqueColdGiantHumanoid
Lvl 3ColdGiantHumanoidUnique
- AC
- 17
- HP
- 50
- Perc
- +9
- Fort
- +12
- Ref
- +6
- Will
- +9
- STR
- +5
- DEX
- +1
- CON
- +3
- INT
- +0
- WIS
- +2
- CHA
- +0
Speed30 ft
Actions
- fist +10 1d8+8 bludgeoning reach 10 ft
- AC
- 17
- HP
- 50
- STR
- +5
- DEX
- +1
- CON
- +3
- INT
- +0
- WIS
- +2
- CHA
- +0
AC 17
Fort +12
Ref +6
Will +9
HP 50
(currently 25)
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 check or the wound begins to bleed again, dealing him 1d6 persistent bleed damage. He can't use Catch Rock or Throw Rock (as typical giants) until he's healed back to full hit points.
Speed 30 feet
Melee
[Single Action]
fist +10 (Agile, reach 10 feet),
Damage 1d8+8 bludgeoning