Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Chill Breath
(cold, evocation, primal Jurgrindor breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 2d6 cold damage)
Ability
Wounded Arm
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 check or the wound begins to bleed again, dealing him 1d6 persistent bleed damage. He can't use Catch Rock or Throw Rock (as typical giants) until he's healed back to full hit points.
Offense
Melee
Circumstance: combat round (melee)
fist +10 [+6/+2] (agile, reach 10 feet), Damage 1d8+8 bludgeoning
Trait
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Trait
Giant
Giants are massive humanoid creatures.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
battered breastplate
Language
Common
Jotun
Perception
low-light vision