Gurija
Level 5Creature· chaoticUniqueLargeLegacy
AC 21
HP 95 (regeneration 20 (deactivated by acid or fire))
Speed 30 ft.
Fort +13
Ref +13
Will +11
Perc +11
Size Large
Unique
Resistances electricity 2
Weaknesses fire 10
Spells
Primal Spontaneous Spells (DC 22, attack +14)
3rd Lightning Bolt, Slow; 2nd Dispel Magic, Resist Energy; 1st Fear, Hydraulic Push, Magic Fang, Shocking Grasp; Cantrips Electric Arc, Prestidigitation, Ray of Frost, Read Aura, Tanglefoot
Languages chthonian, common, jotun
Skills deception +13, intimidation +13, religion +11, athletics +10
Recall Knowledge arcana DC 30
Attacks
Abilities
Regeneration 20 (Deactivated by Acid or Fire)defensive
This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.