🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

KvernknurrCreature 5


Uncommon​Large​Amphibious​Fey​Water​
Source Pathfinder Adventure Path: Gatewalkers
Perception +12 (low light vision)
Languages Common, Fey, Jotun
Skills Athletics +13, Intimidation +13, Stealth +10
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -2

AC 22; Fort +15; Reflex +12; Will +9;
HP 80
Speed 30 feet
Weaknesses Cold Iron 5
Resistances Cold 5

Jaws One Action +14 (+9, +4) to hit (unarmed) 2d6+8 Piercing
Fist One Action +14 (+10, +6) to hit (agile, reach 10, unarmed) 2d4+8 Bludgeoning

Swallow Projectile Reaction

Trigger A creature the kvernknurr can see targets it with a ranged Strike

Requirements The kvernknurr doesn't have a creature Grabbed in its jaws


Effect The kvernknurr attempts to swallow the projectile, gaining a +4 circumstance bonus to AC against the triggering attack. If the attack misses, the kvernknurr consumes the projectile harmlessly.

Frightening Bellow Two Actions (auditory, emotion, fear, mental)

Requirements The kvernknurr doesn't have a creature Grabbed in its jaws


Effect The kvernknurr lets out a deep-throated shout to scare away its foes. Each non-kvernknurr creature within 60 feet must attempt a DC 20 will save, and then they are temporarily immune to that kvenknurr's Frightening Bellow for 24 hours.


Critical Success The creature is unaffected.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is frightened 2 and is Fleeing as long as it remains frightened.

Swallow Whole One Action (attack)

Medium, (1d6+5) bludgeoning, Rupture 15


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

Effect: Engulf and Swallow Whole

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Kvernknurrs are lanky fey giants that dwell in cold-water rivers and lakes. A kvernknurr's blue flesh allows it to camoufage itself in its preferred environ, where it haunts local millers and farmers by sabotaging water wheels and farm equipment.

A kvernknurr's most distinguishing feature is its oversized mouth and the two rows of axe-like teeth therein. To eat, a kvernknurr need only unhinge its lower jaw, revealing in the process a yawning portal nearly the size of a human doorway—convenient, considering its favorite food is humans and their ilk.

A lake- or riverbed is the perfect place for a kvernknurr to sleep off a big meal. It's also a perilous circumstance for swallowed prey lucky enough to escape the kvernknurr's belly. "Out of the belly, into the water," goes one lakeside village saying.

Kverknurrs despise humanoid-made disturbances to the waters in which they live, even seemingly harmless ones like waterwheels. In their anger, kvernknurrs use their oversized jaws to clamp down on such machinery. When townsfolk come to investigate their jammed mill, the kvernknurr then springs out from hiding to attack, roaring terribly before snatching a victim to eat whole. Folks brave enough to attack a kvernknurr soon learn to fight up close; the wily monster is quick enough to snatch arrows and spears in its jaws midair before swallowing the weapons down.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.

Fey

Creatures of the First World are called the fey.

Water

Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.