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MullunCreature 4


Unique​Large​Giant​Humanoid​
Source Pathfinder Monster Core
Perception +9 (darkvision)
Languages Jotun, Common, Sakvroth
Skills Athletics +13, Lore +11, Intimidation +10, Stealth +8, Survival +6
Str +6, Dex +0, Con +4, Int +0, Wis +1, Cha +1

AC 18; Fort +12; Reflex +8; Will +9;
HP 58
Speed 30 feet

Greatclub One Action +14 (+9, +4) to hit (backswing, magical, shove) 1d10+8 Bludgeoning

Recognizable Stench (aura, emotion, fear, mental, olfactory)

10 feet. While Mullun's odor isn't normally overwhelming, the mix of ogre sweat, filth, and blood that surrounds him is enough to trigger lingering trauma in the minds of any former Clan Orthux captives (including the PCs and their NPC allies). A PC who ends their turn in the aura must succeed at a DC 18 will save.


Critical Success The character is unaffected and immune to the aura.

Success The character is unaffected.

Failure The character becomes Frightened 1.

Critical Failure The character becomes Frightened 2.

Spooked (emotion, fear, mental)

For the duration of this encounter, Mullun has the Frightened 1 condition, but unlike the Orthux guards, his frightened condition reduces normally once combat begins; his stats have not been adjusted to take this condition into account.

Flea Infested

A character who successfully Strikes Mullun with an unarmed weapon or a Light weapon, or who is Grabbed or Shoved by Mullun, must succeed at a DC 14 fortitude save or become infested with fleas.


Fleas (disease)

Saving Throw DC 14 fortitude

Stage 1 infested but suffering no obvious effects (1 hour)

Stage 2 Sickened 1 (1 hour)

Stage 3 Sickened 2 and can't reduce its sickened value below 1 (1 day)

Shove One Action (attack)

Requirements You have at least one hand free. The target can't be more than one size larger than you.


You push a creature away from you. Attempt an Athletics check against your target's Fortitude DC.


Critical Success You push your target up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.

Success You push your target back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.

Critical Failure You lose your balance, fall, and land Prone.

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.


For many societies, ogres embody brutish, amoral violence and greedy cruelty. Standing 10 feet tall and densely muscled, ogres are usually as strong as they are vicious. The worst ogres are sadists, enjoying remorseless murder, torture, and violence in all of its forms. Although they prefer to vent their violent urges on other humanoids—the smaller the better—ogre captivity can end in a horrifying fate for anyone unlucky enough to fall within their meaty grasp: becoming dinner. But for all their creativity in inflicting pain, ogres often forget that their playthings lack their own robust fortitude and high pain tolerance, and many of their captives die sooner than the ogres might prefer. Meanwhile, those who manage to survive captivity in an ogre's larder often emerge with lasting mental scars. A captive able to keep their wits about them, however, can sometimes trick the brutes by promising treasure, more plentiful food sources, or other crude amusements, taking advantage of an ogre's often-limited intellect to engineer opportunities to escape or gain revenge.

Ogres are social creatures only in the most debased sense. They gather together in groups called families, though members are not always related by blood. The most powerful ogre in any family is the "boss"—usually the family's patriarch or matriarch—whom the other ogres in the family learn to quickly obey or risk being brutalized by the boss's loyal kin. Ogres lair in caves, crumbling ruins, or dilapidated shacks close enough to humanoid settlements or animal trails to make raiding easy. Their lairs are filthy and frequently contain all-too-recognizable evidence of their depravity, along with assorted treasures stolen from past captives.


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.