Jurgrindor
Level 3Creature· chaoticUniqueLargeLegacy
AC 17
HP 50 (wounded arm)
Speed 30 ft.
Fort +12
Ref +6
Will +9
Perc +9
Size Large
Unique
Languages common, jotun
Senses low-light-vision
Skills athletics +10, intimidation +9, stealth +8, crafting +7
Recall Knowledge society DC 28
Abilities
Wounded Armdefensive
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 or the wound begins to bleed again, dealing him 1d6 bleed damage. He can't use Catch Rock or Throw Rock (as typical giants) until he's healed back to full hit points.