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Halbrux Far-sightCreature 11


UniqueLargeEvilGiantHumanoid
Source Pathfinder #171: Hurricane's Howl
Perception +21 (low light vision)
Languages Common, Cyclops, Jotun
Skills Lore +22, Lore +24, Athletics +22, Crafting +22, Intimidation +22, Occultism +22, Religion +21, Survival +19
Str +7, Dex +0, Con +2, Int +7, Wis +2, Cha +5

AC 30; Fort +23; Reflex +17; Will +21;
HP 195
Speed 30 feet

Greatclub One Action +24 (+19, +14) to hit (backswing, magical, shove) 2d10+9 Bludgeoning

Flash of History Free Action (fortune, occult)

Frequency three times per day

Trigger Halbrux is about to attempt a skill check


Effect Halbrux peers into lore of the past and increases the level of success by one step (for example, a success becomes a critical success).

Resolve

When Halbrux rolls a success on a Will save, she gets a critical success instead.

Curse of Torrential Knowledge

When halbrux uses her revelation spells, her mind fills with a flood of disorienting information.

The first time Halbrux casts one of her revelation spells in a day, she takes a -4 penalty to initiative rolls until the next time she makes her daily preparations.

The second time Halbrux casts one of her revelation spells in a day, she is also Off-Guard until the next time she makes her daily preparations.

Predictive Blows Free Action (concentrate, occult, visual)

Trigger Halbrux's turn begins


Effect Halbrux identifies the immediate movements of a creature she can see and attempts a fortune-telling-loreFortune-Telling Lore check against that creature's Reflex DC.

On a success, Halbrux's melee Strikes deal an additional 4d6 precision damage (6d6 precision damage on a critical success) to the creature until the end of Halbrux's turn.

Quickened Casting Free Action

Frequency once per day


Effect If Halbrux's next action is to cast a cantrip or a 4th-rank or lower spell, reduce the number of actions to cast it by 1 (minimum of 1 action).

Steady Spellcasting

If a reaction would disrupt Halbrux's spellcasting action, she attempts a DC 15 flat check. On a success, the action isn't disrupted.


Spontaneous Divine Spells (DC 30, +22 to hit)

Cantrips (6th Level): Daze, Detect Magic, Light, Prestidigitation, Read Aura, Shield
1st Level: Create Water, Harm, Heal (2x), Purify Food and Drink, Ray of Enfeeblement, Sanctuary
2nd Level (3 slots): Augury, Continual Flame, Death Knell
3rd Level (3 slots): Blindness, Haste, Heroism, Neutralize Poison, Vampiric Touch, Wanderer's Guide
4th Level (3 slots): Freedom of Movement, Globe of Invulnerability, Outcast's Curse, Read Omens, Stoneskin
5th Level: Flame Strike
6th Level (2 slots): True Seeing

Focus Divine Spells (DC 30, +22 to hit)

1st Level: Brain Drain, Scholarly Recollection
2nd Level: Vision of Weakness



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Giant

Giants are massive humanoid creatures.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.