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Jotunborn SageCreature 2


RareLargeGiantHumanoidJotunborn
Source Pathfinder Monster Core 2
Perception +7 (low light vision)
Languages Common, Cyclops, Fey, Jotun, Petran, Shadowtongue
Skills Lore +8, Arcana +8, Athletics +6, Diplomacy +4, Medicine +5, Occultism +8, Religion +5, Society +8
Str +2, Dex +0, Con +2, Int +4, Wis +1, Cha +0

AC 16; Fort +8; Reflex +4; Will +9;
HP 26
Speed 25 feet

Dagger One Action +10 (+6, +2) to hit (agile, versatile s) 1d4+5 Piercing
Dagger One Action +8 (+4, +0) to hit (agile, thrown 10, versatile s) 1d4+5 Piercing
Fist One Action +10 (+6, +2) to hit (agile, nonlethal, unarmed) 1d4+5 Bludgeoning

Iivlar Weaving

The sage has planar thread woven into their skin. This thread glows with dim light in a 10-foot emanation. They can Sustain to extinguish, reactivate, or adjust the coloration of this light.

Plane-Hopper Dash One Action

Frequency once per day


Effect The jotunborn sage moves with swiftness between planar boundaries to shorten their journey. The sage Strides; this movement doesn't trigger reactions. Once the Stride is complete, the sage gains a +5-status bonus to their Speed until the start of their next turn.


Occult Prepared Spells (DC 18, +10 to hit)

Cantrips (1st Level): Detect Magic, Frostbite, Read Aura, Shield, Telekinetic Projectile, Void Warp
1st Level: Dizzying Colors, Grim Tendrils, Sleep


Jotunborn are large humanoids with indirect connections to ancient giants like titans. In ancient days, jotunborn served the gods as custodians for new worlds. They lived in a sub-planar realm between the mortal Universe and the Ethereal Plane known as the Fray, and they emerged as necessary to tend to the worlds they watched over. These planar associations granted jotunborn unique abilities, including the ability to travel between planes and shaping the physical aspects of the Universe. At present, many jotunborn have found their planar abilities diminished or disrupted, and they're now more common in the Universe.

The original abilities of jotunborn have diminished in power over time. What was once a people capable of teleportation at great distances or the ability to reshape mountain ranges, is now a group that has minor magical abilities. These abilities can grow in power, however, usually as a jotunborn ages, becomes more attuned to planar energies, or weaves more iivlar silk into their skin. Particularly skilled jotunborn mages and warriors are capable of feats that rival those of their forebears.

Jotunborn who live in the mortal Universe tend to lead reclusive lives. Many other ancestries confuse jotunborn with frost giants or cloud giants due to a jotunborn's size and skin coloration. This confusion can lead to fear or hostility, a reaction that most jotunborn prefer to avoid. Due to the difficulties that come with living in the Fray, many jotunborn are fiercely loyal to those they trust. These loyalties help keep fellow jotunborn alive, and these sentiments extend to any other people that befriend a jotunborn.


In jotunborn society, sages are keepers of knowledge. They maintain histories of their clans or entire civilizations. Their weavings tend to appear along their eyes and ears, representing their observational skills and knowledge they retain.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.