Hill Giant Beast Tamer: Difference between revisions

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m (Text replacement - " <!-- Values: Y or leave blank --> | Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}" to " <!-- Values: Y or leave blank --> | Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}} | Pattern1 |...)
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| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 15
| CR | 17
   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 14
| Max-CR = 22


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


   }}</onlyinclude>
   }}</onlyinclude>
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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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| Description | Hill Giants are massive creatures, covered in huge masses of thick muscle and fat.  While they are technically size Large, they are definitely at the very upper end of that size category due to their simple bulk.  Hill giants exude a sense of huge power mixed with dull frustrated rage at a world they simply don't understand.  Indeed, Hill Giants are the second strongest breed of Giants, their physical power exceeding the strength of far more dangerous clans of giants, such as Cloud giants, who are frail weaklings compared to Hill giants.   
| Description | Hill Giants are massive creatures, covered in huge masses of thick muscle and fat.  While they are technically size Large, they are definitely at the very upper end of that size category due to their simple bulk.  Hill giants exude a sense of huge power mixed with dull frustrated rage at a world they simply don't understand.  Indeed, Hill Giants are the second strongest breed of Giants, their physical power exceeding the strength of far more dangerous clans of giants, such as Cloud giants, who are frail weaklings compared to Hill giants.   


:Luckily for every other creature in the world, their incredible strength is also their downfall, as Hill Giants, charitably, are musclebound idiots.  They are physically clumsy, slow of action, and awkward when they manage to do something, as likely to break a weapon as use it to smash a foe.  Even worse, they are crude and stupid creatures.  Ogres are mental giants compared to a Hill Giant.  Hill Giants struggle to sustain even the most rudimentary of social structures, like family, or language.  The actions of most other races are incomprehensible to a Hill giant, who is too limited to even grasp what a farm is, never mind understand why agriculture is a good idea.
Luckily for every other creature in the world, their incredible strength is also their downfall, as Hill Giants, charitably, are musclebound idiots.  They are physically clumsy, slow of action, and awkward when they manage to do something, as likely to break a weapon as use it to smash a foe.  Even worse, they are crude and stupid creatures.  Ogres are mental giants compared to a Hill Giant.  Hill Giants struggle to sustain even the most rudimentary of social structures, like family, or language.  The actions of most other races are incomprehensible to a Hill giant, who is too limited to even grasp what a farm is, never mind understand why agriculture is a good idea.


:As a result of their incredible physical strength and incredible mental deficiencies, Hill giants on their own live lives of desperate poverty, lacking fire, shelter, and far too often, even clothing.  Despite this, Hill giants thrive on their own, their size and strength serving quite well in Nature to sustain their lives.  Groups of Hill giants are uncomfortably common in untamed lands, and they are disgustingly fertile, to boot.
As a result of their incredible physical strength and incredible mental deficiencies, Hill giants on their own live lives of desperate poverty, lacking fire, shelter, and far too often, even clothing.  Despite this, Hill giants thrive on their own, their size and strength serving quite well in Nature to sustain their lives.  Groups of Hill giants are uncomfortably common in untamed lands, and they are disgustingly fertile, to boot.


:Many Hill giants find themselves working as serfs for other races.  Ogres and especially Trolls find Hill giants to be excellent companionship, and those creatures serve to improve the life of Hill giants tremendously.  Other Giant races also employ Hill giants as serfs, especially Frost and Fire giants, as well as Death giants and the terrible Fomaori.  No one tries to enslave a Hill giant, by the way.  No chain will hold them and no punishment will deter them, so there is little point.  Give them a warm place to sleep, food to eat, things to torment, and rugged, simple work to do, and Hill giants will be loyal forever.
Many Hill giants find themselves working as serfs for other races.  Ogres and especially Trolls find Hill giants to be excellent companionship, and those creatures serve to improve the life of Hill giants tremendously.  Other Giant races also employ Hill giants as serfs, especially Frost and Fire giants, as well as Death giants and the terrible Fomaori.  Hill giants are sadly susceptible to the mental enslavement used by Hobgoblins, and make valuable chattel for their strength and ability to fight.  No one tries to enslave a Hill giant with simple physical force, by the way.  No chain will hold them and no punishment will deter them, so there is little point.  Give them a warm place to sleep, food to eat, things to torment, and rugged, simple work to do, and Hill giants will be loyal forever.


:Hill giants usually live in small tribal groups, and make crude mud huts out of sticks and wattle.  They will roam out daily, in a more-or-less random direction, and forage for food and victims.  If Hill giants are serving as serfs for other classes of creatures, they will arise, take their food, and then happily perform whatever jobs they are given, as long as those jobs are within their intellectual grasp. As long as they are given lots of things to do, Hill giants are surprisingly tractable.  If some of those duties involve killing and hurting things, all the better!
Hill giants usually live in small tribal groups, and make crude mud huts out of sticks and wattle.  They will roam out daily, in a more-or-less random direction, and forage for food and victims.  If Hill giants are serving as serfs for other classes of creatures, they will arise, take their food, and then happily perform whatever jobs they are given, as long as those jobs are within their intellectual grasp. As long as they are given lots of things to do, Hill giants are surprisingly tractable.  If some of those duties involve killing and hurting things, all the better!


:As they age, some Hill Giants stumble upon an affinity for their more bestial nature.  Such Hill Giants become Beast Tamers, and will never be seen without their faithful monsters at their side.  Beast Tamers are no smarter than other Hill Giants, but tend to be much better fed, as their animals help bring them food and generally make their lives better.  If living on their own, Beast Tamers tend to be well dressed for a Hill Giant, with many furs stuck all over its massive form.  As serfs, Beast Tamers are not terribly common.  They are barely smarter than their animals, and as such, Beast Tamers tend to make a stinking mess out of anyplace they live, since they're not bright enough to order their animals to 'do their business' elsewhere.  Creatures who can tolerate the mess (otyughs spring to mind) find Beast Tamers to be superb allies indeed.
As they age, some Hill Giants stumble upon an affinity for their more bestial nature.  Such Hill Giants become Beast Tamers, and will never be seen without their faithful monsters at their side.  Beast Tamers are no smarter than other Hill Giants, but tend to be much better fed, as their animals help bring them food and generally make their lives better.  If living on their own, Beast Tamers tend to be well dressed for a Hill Giant, with many furs stuck all over its massive form.  As serfs, Beast Tamers are not terribly common.  They are barely smarter than their animals, and as such, Beast Tamers tend to make a stinking mess out of anyplace they live, since they're not bright enough to order their animals to 'do their business' elsewhere.  Creatures who can tolerate the mess (otyughs spring to mind) find Beast Tamers to be superb allies indeed.


   }}</onlyinclude>
   }}</onlyinclude>
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Humanoid
| Type | Humanoid
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Giant
| Subtype | Giant
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->


<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




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| Ability-1-Type = Ex
| Ability-1-Type = Ex
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Standard Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
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| Ability-2-Type = Ex
| Ability-2-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Action-Required = Automatic
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-2-Concentration =  
| Ability-2-Concentration =  
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| Ability-3-Type = Ex
| Ability-3-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Action-Required = Special
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-3-Concentration =  
| Ability-3-Concentration =  
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| Ability-3-Description = The Hill Giant Beast Tamer starts play with either three [[Dire Wolf]] pets, or, one [[Dire Bear]] pet.  The GM may choose or roll randomly. These monsters always have the same initiative as the Hill Giant Beast Tamer, and always grant 1.5 times as much XP and loot when they are defeated in combat.
| Ability-3-Description = The Hill Giant Beast Tamer starts play with either three [[Dire Wolf]] pets, or, one [[Dire Bear]] pet.  The GM may choose or roll randomly. These monsters always have the same initiative as the Hill Giant Beast Tamer, and always grant 1.5 times as much XP and loot when they are defeated in combat.


: As pets, these beasts only have a single standard action per beast, per round.  They may, of course, degrade the standard action down to a move action or a swift action, if they prefer.  The hill giant beast tamer may also 'gift' any of their actions to one of their beasts, if they want the beast to do more in a given round.  In this way, the beast tamer can, by giving up their own move action, grant one of their beasts the ability to make a full attack action (by combining its own standard action with the gifted move action), or perform a double move, etc.
As pets, these beasts only have a single standard action per beast, per round.  They may, of course, degrade the standard action down to a move action or a swift action, if they prefer.  The hill giant beast tamer may also 'gift' any of their actions to one of their beasts, if they want the beast to do more in a given round.  In this way, the beast tamer can, by giving up their own move action, grant one of their beasts the ability to make a full attack action (by combining its own standard action with the gifted move action), or perform a double move, etc.


: Pets may make a single attack of opportunity each round, if provoked.  Pets also threaten and provide flanks with any allies.  Pets can be moved through by allies, but not by enemies (unless they use a [[Clamber]] maneuver, or some similar ability).
Pets may make a single attack of opportunity each round, if provoked.  Pets also threaten and provide flanks with any allies.  Pets can be moved through by allies, but not by enemies (unless they use a [[Clamber]] maneuver, or some similar ability).


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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| Ability-4-Type = Ex
| Ability-4-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Action-Required = Move action 1/Rnd
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-4-Concentration =  
| Ability-4-Concentration =  
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| Ability-4-Description = Once per round as a move action, the Beast Tamer may goad and urge on its pets.  Until the start of the beast tamer's next turn, all of their pets' normal to-hit and damage numbers are replaced with the below:
| Ability-4-Description = Once per round as a move action, the Beast Tamer may goad and urge on its pets.  Until the start of the beast tamer's next turn, all of their pets' normal to-hit and damage numbers are replaced with the below:


:* '''Goaded Bite''' +{{To-Hit}} ({{Special-Standard-Dmg|2}}/x2)
* '''Goaded Bite''' {{To-Hit}} ({{Special-Standard-Dmg|2}}/x2)
:* '''Goaded Claws''' +{{To-Hit}} ({{Special-Standard-Dmg|-4}}/x2)
* '''Goaded Claws''' {{To-Hit}} ({{Special-Standard-Dmg|-4}}/x2)


:All special features of any of the pets' attacks remain unchanged, only the to-hit and damage numbers are changed.   
All special features of any of the pets' attacks remain unchanged, only the to-hit and damage numbers are changed.   


: As part of this same move action, and combined with one of the beast tamer's pets' standard action, the beast tamer can enable one of their pets to make a full attack action, using the Goaded to-hit and damage numbers.  All of the beast tamer's other pets (if any) also gain the Goaded bonuses, but must use their own standard actions to make use of them.
As part of this same move action, and combined with one of the beast tamer's pets' standard action, the beast tamer can enable one of their pets to make a full attack action, using the Goaded to-hit and damage numbers.  All of the beast tamer's other pets (if any) also gain the Goaded bonuses, but must use their own standard actions to make use of them.


:Affected pets must be within 50 feet of the beast tamer, and require line of sight and line of effect for Goad to work.  Note that, if multiple Hill Giant Beast Tamers are present, Goad only functions on the pets associated with the goading Giant, not all pets present.  Pets are only obedient to their specific masters.
Affected pets must be within 50 feet of the beast tamer, and require line of sight and line of effect for Goad to work.  Note that, if multiple Hill Giant Beast Tamers are present, Goad only functions on the pets associated with the goading Giant, not all pets present.  Pets are only obedient to their specific masters.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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| Ability-5-Type =  
| Ability-5-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-5-Concentration =  
| Ability-5-Concentration =  
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| Ability-6-Type =  
| Ability-6-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
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| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
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| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
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| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
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| Ability-9-Description =  
| Ability-9-Description =  
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
| Role-Only--Replace-Rez-Power--Name =
| Role-Only--Replace-Rez-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Rez-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
| Role-Only--Add-Killer-Power--Name =
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Killer-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
| Role-Only--Replace-Leader-Power--Name =
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Leader-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
| Role-Only--Replace-Legend-Power--Name =
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Legend-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
| Role-Only--Replace-Minion-Power--Name =
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Minion-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
| Role-Only--Replace-Shooter-Power--Name =
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Shooter-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
| Role-Only--Add-Skirmisher-Power--Name =
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Skirmisher-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
| Role-Only--Replace-Sneak-Power--Name =
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Sneak-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
Line 927: Line 1,411:




<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = It should be noted that Hill Giants are ridiculously strong. Per the [[Ability_Scores#Carrying_Capacity_and_Encumbrance|Carrying Capacity]] rules, Hill Giant Beast Tamers can lift and carry 272 tons as a light load!  This is completely intentional: Hill Giants are so strong that it is encouraged that out of combat they be treated as able to lift and carry pretty much anything at all.  Of course, given how stupid and lazy they are, its rare for them to do so unless motivated.  Note, however, that this amazing strength does not, will not, and should not EVER alter their combat statistics!  Out of combat a Hill Giant can pluck up huge trees as easily as a daisy, but their combat stats are just boring old numbers, as laid out above.
| OutOfCombat = It should be noted that Hill Giants are ridiculously strong. Per the [[Ability_Scores#Carrying_Capacity_and_Encumbrance|Carrying Capacity]] rules, Hill Giant Beast Tamers can lift and carry 272 tons as a light load!  This is completely intentional: Hill Giants are so strong that it is encouraged that out of combat they be treated as able to lift and carry pretty much anything at all.  Of course, given how stupid and lazy they are, its rare for them to do so unless motivated.  Note, however, that this amazing strength does not, will not, and should not EVER alter their combat statistics!  Out of combat a Hill Giant can pluck up huge trees as easily as a daisy, but their combat stats are just boring old numbers, as laid out above.

Latest revision as of 21:39, 11 February 2023

Hill Giant Beast Tamer (CR 17)

Pure Evil - Large - Humanoid (Giant)
Lore: Know (Local)
34 49
Basic DC Full DC
Initiative
Initiative Icon 2.png
28
Perception:
38 +28
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
39
Man Def
Shield Icon 3.png
41
Monster Health
611 305 32
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +19
Refl: +14
Will: +14

Strong Against:

Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+25
Sword Icon 3.png
Man Off
+29
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Giant Club +25 (4d8+17/19-20 x2)
    as bludgeoning (physical, common)
    plus: Giant Swing

Full Attack (Melee):

  • 1x Giant Club +25 (4d8+17/19-20 x2)
    as bludgeoning (physical, common)
    plus: Giant Swing

Standard Attack (Ranged):

  • 1x Giant Rock +25 (4d8+17/19-20 x2)
    as bludgeoning (physical, common)
    (Increment: 50 ft.; Max Range: 250 ft.)

Full Attack (Ranged):

  • 3x Giant Rock +25 (4d8+17/19-20 x2)
    as bludgeoning (physical, common)
    (Increment: 50 ft.; Max Range: 250 ft.)

Siege Damage: Not siege capable

Statistics

75
STR
16
DEX
20
CON
4
INT
16
WIS
16
CHA

Skills:

Languages: Giant (pidgin)

Feats:

  • Precise Shot (EFFECT: No penalty for shooting into melee at any range.)

Special Abilities

Earthen Smash (Ex) Standard Action

As a standard action, a Hill Giant may swing its huge club overhead and SMASH! THE GROUND! Hill Giants actually like this a lot, because the ground is easy and satisfying to hit really hard. Earthen Smash is a 30-foot cone area of effect (flying debris and concussive shock waves means it affects even creatures in the air or underground) that does 4d8+17 points of bludgeoning (physical, common) damage and knocks all creatures Prone. A reflex save versus DC 27 negates the prone effect and reduces the damage by half.

Giant Swing (Ex) Automatic

Every time the giant uses its Giant Club attack, it may choose one additional adjacent squares within its reach. If there are enemies in both of those squares, they are both attacked every time it uses its Giant Club attack. (Roll to-hit once, compare this number against all foes to determine if they are hit or missed. Roll damage once, apply it to all creatures struck. Giant swing counts as AOE damage for swarms and other effects.)

Pet (Ex) Special

The Hill Giant Beast Tamer starts play with either three Dire Wolf pets, or, one Dire Bear pet. The GM may choose or roll randomly. These monsters always have the same initiative as the Hill Giant Beast Tamer, and always grant 1.5 times as much XP and loot when they are defeated in combat.

As pets, these beasts only have a single standard action per beast, per round. They may, of course, degrade the standard action down to a move action or a swift action, if they prefer. The hill giant beast tamer may also 'gift' any of their actions to one of their beasts, if they want the beast to do more in a given round. In this way, the beast tamer can, by giving up their own move action, grant one of their beasts the ability to make a full attack action (by combining its own standard action with the gifted move action), or perform a double move, etc.

Pets may make a single attack of opportunity each round, if provoked. Pets also threaten and provide flanks with any allies. Pets can be moved through by allies, but not by enemies (unless they use a Clamber maneuver, or some similar ability).

Goad (Ex) Move action 1/Rnd

Once per round as a move action, the Beast Tamer may goad and urge on its pets. Until the start of the beast tamer's next turn, all of their pets' normal to-hit and damage numbers are replaced with the below:

  • Goaded Bite +25 (4d8+22/x2)
  • Goaded Claws +25 (3d8+11/x2)

All special features of any of the pets' attacks remain unchanged, only the to-hit and damage numbers are changed.

As part of this same move action, and combined with one of the beast tamer's pets' standard action, the beast tamer can enable one of their pets to make a full attack action, using the Goaded to-hit and damage numbers. All of the beast tamer's other pets (if any) also gain the Goaded bonuses, but must use their own standard actions to make use of them.

Affected pets must be within 50 feet of the beast tamer, and require line of sight and line of effect for Goad to work. Note that, if multiple Hill Giant Beast Tamers are present, Goad only functions on the pets associated with the goading Giant, not all pets present. Pets are only obedient to their specific masters.

Hill Giant Beast Tamer

Hill Giant Beast Tamer

Hill Giants are massive creatures, covered in huge masses of thick muscle and fat. While they are technically size Large, they are definitely at the very upper end of that size category due to their simple bulk. Hill giants exude a sense of huge power mixed with dull frustrated rage at a world they simply don't understand. Indeed, Hill Giants are the second strongest breed of Giants, their physical power exceeding the strength of far more dangerous clans of giants, such as Cloud giants, who are frail weaklings compared to Hill giants.

Luckily for every other creature in the world, their incredible strength is also their downfall, as Hill Giants, charitably, are musclebound idiots. They are physically clumsy, slow of action, and awkward when they manage to do something, as likely to break a weapon as use it to smash a foe. Even worse, they are crude and stupid creatures. Ogres are mental giants compared to a Hill Giant. Hill Giants struggle to sustain even the most rudimentary of social structures, like family, or language. The actions of most other races are incomprehensible to a Hill giant, who is too limited to even grasp what a farm is, never mind understand why agriculture is a good idea.

As a result of their incredible physical strength and incredible mental deficiencies, Hill giants on their own live lives of desperate poverty, lacking fire, shelter, and far too often, even clothing. Despite this, Hill giants thrive on their own, their size and strength serving quite well in Nature to sustain their lives. Groups of Hill giants are uncomfortably common in untamed lands, and they are disgustingly fertile, to boot.

Many Hill giants find themselves working as serfs for other races. Ogres and especially Trolls find Hill giants to be excellent companionship, and those creatures serve to improve the life of Hill giants tremendously. Other Giant races also employ Hill giants as serfs, especially Frost and Fire giants, as well as Death giants and the terrible Fomaori. Hill giants are sadly susceptible to the mental enslavement used by Hobgoblins, and make valuable chattel for their strength and ability to fight. No one tries to enslave a Hill giant with simple physical force, by the way. No chain will hold them and no punishment will deter them, so there is little point. Give them a warm place to sleep, food to eat, things to torment, and rugged, simple work to do, and Hill giants will be loyal forever.

Hill giants usually live in small tribal groups, and make crude mud huts out of sticks and wattle. They will roam out daily, in a more-or-less random direction, and forage for food and victims. If Hill giants are serving as serfs for other classes of creatures, they will arise, take their food, and then happily perform whatever jobs they are given, as long as those jobs are within their intellectual grasp. As long as they are given lots of things to do, Hill giants are surprisingly tractable. If some of those duties involve killing and hurting things, all the better!

As they age, some Hill Giants stumble upon an affinity for their more bestial nature. Such Hill Giants become Beast Tamers, and will never be seen without their faithful monsters at their side. Beast Tamers are no smarter than other Hill Giants, but tend to be much better fed, as their animals help bring them food and generally make their lives better. If living on their own, Beast Tamers tend to be well dressed for a Hill Giant, with many furs stuck all over its massive form. As serfs, Beast Tamers are not terribly common. They are barely smarter than their animals, and as such, Beast Tamers tend to make a stinking mess out of anyplace they live, since they're not bright enough to order their animals to 'do their business' elsewhere. Creatures who can tolerate the mess (otyughs spring to mind) find Beast Tamers to be superb allies indeed.

Combat Tactics

Hill Giant Beast Tamers are as dumb as all Hill Giants, but they are proud of their animals. As a result, they will usually stand well back and send in their pets, throwing rocks to attack and using goad. Their Precise Shot ability makes this a viable tactic indeed. They may use a five-foot step each round if they think of it. Once their pet is down, they revert to more traditional Hill Giant tactics, namely, use Earthen Smash until two or more enemies get close to them, then maybe switch to their Giant Club using Giant Swing.

Out of Combat

It should be noted that Hill Giants are ridiculously strong. Per the Carrying Capacity rules, Hill Giant Beast Tamers can lift and carry 272 tons as a light load! This is completely intentional: Hill Giants are so strong that it is encouraged that out of combat they be treated as able to lift and carry pretty much anything at all. Of course, given how stupid and lazy they are, its rare for them to do so unless motivated. Note, however, that this amazing strength does not, will not, and should not EVER alter their combat statistics! Out of combat a Hill Giant can pluck up huge trees as easily as a daisy, but their combat stats are just boring old numbers, as laid out above.

Rewards

XP: 102,400

Treasure: Sellable Goods worth 51,444 gp.

Weight: 170 lbs.     Volume: 6.8 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)