Gurija

Level 5
Creature· 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
chaoticevilgianttroll
Resistances electricity 2
Weaknesses fire 10
Spells
Languages chthonian, common, jotun
Skills deception +13, intimidation +13, religion +11, athletics +10
Recall Knowledge arcana DC 30

Attacks

Melee Jaws +12/+7/+2(reach 10 ft., unarmed)
Damage: 2d10+5 piercing
Melee Claws +12/+8/+4(agile, reach 10 ft.)
Damage: 2d8+5 slashing

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.

Sudden Stormburstoffensive(primal, water)

Requirements An ally within 60 feet is suffering persistent acid or fire damage.

Gurija summons a torrential but localized rainstorm around the ally that washes off any acid or douses any fire on it to immediately end persistent acid or fire damage.

Traits

Chaotic
Evil