Jurgrindor

Level 3
Creature· 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

Attacks

Melee Fist +10/+6/+2(agile, reach 10 ft., unarmed)
Damage: 1d8+8 bludgeoning

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.

Chill Breathoffensive(cold, primal)

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

Traits