Jurgrindor

Jurgrindor

Creature 3

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 (currently 25); wounded arm

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 fist +10 (agile, reach 10 feet), Damage 1d8+8 bludgeoning

Chill Breath (cold, evocation, primal) Jurgrindor breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 2d6 cold damage (DC 18 basic Reflex save). A creature that critically fails the save is also immobilized until it Escapes (DC 18). Jurgrindor can’t use Chill Breath for 1d4 rounds.