Jurgrindor
Level 3Creature· chaoticUniqueLargeLegacy
AC
17
HP
50
Speed
30 ft.
Perception
+9
Fort
+12
Ref
+6
Will
+9
Languages common, jotun
Senses low-light-vision
Skills athletics +10, intimidation +9, stealth +8, crafting +7
Recall Knowledge DC 28 (society)
Attacks
Melee Fist +10 (agile, reach 10 ft., unarmed), Damage 1d8+8 bludgeoning
Abilities
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 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 Breath◆
Jurgrindor breathes out a 15-foot area 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 . Jurgrindor can't use Chill Breath for .