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Jurlgam Jurlgamson in Pathfinder 1e

Jurlgam JurlgamsonCR 5

This hunched giant exudes power and a crude, stupid anger, its filthy fur clothing bespeaking a brutish and backwoods lifestyle.

Fighter 5
CE L Humanoid, Giant
Initiative: -1
Senses: Perception +3 , Low-Light Vision

Defense

AC: AC 20, touch 9, flat-footed 20 (+3 armor, +5 Natural, +2 Shield, -1 Size)
HP: 55 5d10+20
Fortitude: +8 Reflex: +1 Will: +1 ( Bravery +1 )
Defensive Abilities: Rock Catching Members of this race can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a member of this race that would normally be hit by a rock can make a Reflex saving throw to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium rock, and 25 for a Large rock (if the projectile provides a magical bonus on attack rolls, the DC increases by that amount). The member of this race must be aware of the attack in order to make a rock catching attempt.

Offense

Speed: 30ft
Melee: Jurlgam's Cleaver +11 Slashing , Power Attack +9 Slashing Shield Bash +8 Blugeoning
Ranged: Rock Throwing +1 Blugeoning
Space: 10ft
Reach: 5ft

Statistics

Str 20 , Dex 9 , Con 18 , Int 10 , Wis 11 , Cha 12 ,
Base Attack: 5ft CMB: 11 CMD: 21
Feats:
Weapon Focus (great sword), Power Attack, Weapon Specialization, Weapon Versatility, Dazzling Display, Gory Finish
Skills: Climb +9 , Intimidate +7
Racial Modifiers: 27 RP Hill giants are big, but dumb. They gain 2 Strength and +2 Constitution but suffer –2 Intelligence and –2 Charisma. Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Languages: Giantish, Orc, Common
SQ: Armor Training, Weapon Training- Heavy Blades

Ecology

Treasure: Hide Armor, +1 Large Greatsword, Shield

Physical Description

Skin color among hill giants ranges from light tan to deep, ruddy brown. Their hair is brown or black, with eyes the same color. Hill giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garments, preferring simply to add more hides as their old ones wear out. Adults are around 10 feet tall and weigh about 1,100 pounds. Hill giants can live to be 200 years old, but almost never do.   Hill giants prefer to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the risk to themselves. Hill giants love to make overrun attacks against smaller creatures when they first join battle. Thereafter, they stand fast and swing away with their massive clubs.   Hill giants are the most nomadic of all the humanoid giant species, preferring to travel from one settlement to the next in order to raid and pillage. While they prefer temperate climates, they’ll travel far from their preferred environment so long as the raiding is plentiful and successful. They are, as a whole, incredibly selfish creatures and rarely engage in battles they don’t automatically know they’ll win. Hill giants are known for shoving one another at terrifying foes and won’t hesitate to sacrifice a clan-mate to save their own skins. Roving bands of hill giants are common in temperate hills, and their constant aggression makes them one of the more feared dangers in this climate.   Solitary, non-evil hill giants are very rare but can sometimes be found in other humanoid societies, though they are almost never accepted in central cities or population centers. They do best as laborers and soldiers in outlying frontier towns, and often serve as rudimentary diplomats to negotiate with marauding hill giant bands. Unfortunately, hill giants who shed their racial lifestyle for civilization are mocked and often killed on sight by their nomadic brethren. Still, these “civilized” hill giants can find their place within society and many have managed to live peaceful, uneventful lives.


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