All Creatures
Abilities | Monsters | NPCs
All | Families | Theme Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | R | S | T | U | V | W | Z


Krohan Veldollow

Krohan's mistakes kicked off several important campaign developments, such as Zogototaru's rampage and the machinations of a hryngar villain the PCs haven't met yet. Krohan provides a strong hook for the PCs to recover and repair Taargick's clan dagger, all while providing greater context for the legends of High King Taargick and Clan Tolorr. During this adventure, Krohan's gradual discovery of his occult abilities also helps illustrate Rivethun lore, giving the players a window into this iconic dwarven tradition. Importantly, Krohan doesn't seek the spotlight. His own attempt at heroics inflicted real harm, and he would much rather resolve past misdeeds and support the PCs' adventuring careers.
Krohan's journey parallels many of the campaign's themes: acknowledging past wrongs and working to repair the damage. In helping him, the players can better internalize these objectives for when they depart Highhelm and have opportunities to start mending misdeeds of the past.

Recall Knowledge - Humanoid (Society): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Krohan VeldollowCreature 4

Legacy Content

Unique NG Medium Dwarf Humanoid 
Source Pathfinder #193: Mantle of Gold pg. 93
Perception +11; darkvision
Languages Common, Dwarven, Undercommon
Skills Athletics +11, Dwarf Lore +10, Medicine +10, Occultism +10, Society +8, Stealth +7
Str +2, Dex +0, Con +2, Int +1, Wis +3, Cha +1
Items adventurer's pack, buckler, composite shortbow (20 arrows), leather armor, lesser antidote, lesser healing potion, pick
AC 20 (19 with shield raised); Fort +11, Ref +9, Will +12
HP 67; Resistances poison 2
Occult Catharsis (emotion, healing, occult) Krohan's magic converts his pain into spellpower. After he casts an innate occult spell, he attempts a DC 5 flat check, increasing the DC by twice the spell's level if it was not a cantrip. On a success, Krohan's Spirits Drawn to Suffering effect ends, he can reduce the value of one condition affecting him by 1, and he regains 2d6 Hit Points.Unwitting Rivethun (emotion, occult) Krohan has very limited access to Rivethun magic, able to cast spells only when experiencing pain or distress.Spirits Drawn to Suffering [free-action] (occult) Frequency once per 10 minutes Trigger Krohan critically fails a saving throw, takes mental damage, takes damage from a critical hit, orgains a harmful condition with a numerical value (such as frightened or sickened). This effect does not trigger due to self-harm or similarly engineered circumstances. Effect Krohan gains the ability to cast his innate occult spells for 1 minute.
Speed 20 feet
Melee [one-action] pick +12 [+7/+2] (fatal d10), Damage 1d6+2+2 piercingMelee [one-action] composite shortbow +10 [+5/+0] (deadly d10, propulsive, range increment 60 feet), Damage 1d6+2+1 piercingOccult Innate Spells DC 21, attack +13 (+4 dmg); 2nd soothe, telekinetic maneuver (2 slots); 1st fear, magic weapon, spirit link (3 slots); Cantrips (2nd) chill touch, daze, forbidding ward
Righthand Man Krohan gains a +2 circumstance bonus to attack rolls and skill checks attempted to Aid others. He can attempt a Dwarf Lore check in place of any other attack roll or skill check to Aid a dwarf.