Jurgrindor
A giant nursing a half-healed wound from a past battle fights on despite the pain, though the injury keeps reopening and slows him down.
Jurgrindor is a giant nursing a grievous, half-healed wound — a hulking brute slowed by pain but no less dangerous when cornered.
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.
Level 3
Perception +9 · Senses low-light vision · Languages Common, Jotun · Skills Athletics +10, Crafting +7, Intimidation +9, Stealth +8
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +5 | +1 | +3 | +0 | +2 | +0 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 17 | +12 | +6 | +9 |
HP 50
Speed 30 feet
Actions
- Melee Fist [Single Action] +10 (reach 10 ft, Agile), Damage 1d8+8 bludgeoning
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