🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Hryngar ForgepriestCreature 6


MediumDwarfEvilHryngarHumanoidLawful
Source Pathfinder #194: Cult of the Cave Worm
Perception +13 (darkvision)
Languages Common, Dwarven, Sakvroth
Skills Athletics +11, Intimidation +13, Religion +15, Society +11
Str +3, Dex +1, Con +4, Int +1, Wis +5, Cha +3

AC 23; Fort +14; Reflex +11; Will +15;
HP 99
Speed 20 feet
Resistances Fire 5

Light Hammer One Action +14 (+10, +6) to hit (agile, magical) 2d8+5 Bludgeoning
Light Hammer One Action +12 (+8, +4) to hit (agile, magical, thrown 20) 2d8+5 Bludgeoning

Light Blindness

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

Toil is Strength Reaction (misfortune)

Trigger A creature within 30 feet would succeed at a save against a spell or ability that causes the Immobilized condition


Effect The target must reroll the triggering saving throw and use the worse result.

Hammerfall Two Actions

The forgepriest tosses their hammer up to 30 feet. Where the hammer lands, molten metal erupts from the ground in a 10 foot radius dealing 6d8 fire damage to creatures in the area (DC 21 reflex save). Creatures who critically fail also take 1d8 persistent,fire damage. The forgepriest can't use Hammerfall again for 1d4 rounds.


Divine Prepared Spells (DC 21, +13 to hit)

Cantrips (3rd Level): Daze, Detect Magic, Prestidigitation, Read Aura, Shield
1st Level: Command, Detect Poison, Fear, Mending, Runic Weapon
2nd Level: Charitable Urge, See the Unseen
3rd Level: Agonizing Despair, Crisis of Faith

Occult Innate Spells (DC 21, +13 to hit)

Cantrips (3rd Level): Sigil
2nd Level: Blood Vendetta, Paranoia


Abandoned by their cousins, the surface dwarves, hryngars were saved by Droskar, who taught them to work hard and give no quarter. Now, that hardness is the sword and shield by which the hryngar rule their kingdoms. The forgepriests proselytize Droskar's teachings and punish heretics for any defiance.


Hryngars descend from dwarves who did not undertake the Quest for Sky and remained denizens of the Darklands. Most now worship Droskar, god of toil.

Upworlder Prejudice

Many upworlders' only experience with denizens from the Darklands come from Darklands raids. This has unfortunately caused many on the surface to believe that all Darklands peoples are murderous, which, of course, isn't the case. The Darklands are a harsh realm, and the people who live there have adapted to survive in an unforgiving environment that rewards the strong and punishes the meek. Yet despite this, there are still rich cultures and compassionate beings below the surface of Golarion.

Highhelm Propaganda

Upworlders often believe that hryngars make shoddy weapons and armor, but this is propaganda spread by dwarves on the surface. Any proud hryngar knows that if you work hard enough on a project, it will come out just as well as crafters who rely on clever secrets and modern techniques. Therefore hryngar-made products often have fewer aesthetic elements in their design. Their creations tend to focus more on pure function.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Dwarf

A creature with this trait is a member of the dwarf ancestry. Dwarves are stout folk who often live underground and typically have darkvision. An ability with this trait can be used or selected only by dwarves. An item with this trait is created and used by dwarves.

Hryngar

Subterranean kin of the dwarves, hryngars typically have darkvision, resist poison, and recoil from bright light

Humanoid

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