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From Pathfinder #194: Cult of the Cave Worm, which isn't enabled.

Hryngar Forgepriest

CREATURE 6

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.


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, Ref +11, Will +15
HP 99; Resistances fire 5
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 (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.

Speed 20 feet
Melee Light Hammer +14 (agile, magical), Damage 2d8+5 bludgeoning
Melee Light Hammer +12 (agile, magical, thrown 20), Damage 2d8+5 bludgeoning
Occult Innate Spells DC 21, attack +13; 2nd Blood Vendetta, Paranoia; Cantrips (3rd) Sigil
Hammerfall

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 basic Reflex save). Creatures who critically fail also take 1d8 persistent fire damage. The forgepriest can't use Hammerfall again for 1d4 rounds.

Pathfinder #194: Cult of the Cave WormOGL