Hill Giant Beast Tamer: Difference between revisions

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[[Image:monster_picture.jpg|384px|right|xx]]
== <Monster Name> (CR 15) ==
== Hill Giant Beast Tamer (CR 13) ==
Referees should adjust the numbers presented below by small amounts to better fit the theme of the monster being converted.
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.


<insert descriptive text here>
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.  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.
 
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.




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'''XP''' 51,200
'''XP''' 51,200


<alignment> <size> <racial keyword>
NE, Large, Humanoid (Giant)


'''Init''' +7; '''Senses''' <any special senses (darkvision, low-light, tremorsense, etc.)>, Perception +23
'''Init''' +7; '''Senses''' low-light, scent, Perception +23




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'''hp''' 328
'''hp''' 328


'''Fort''' +18, '''Ref''' +14, '''Will''' +14 <swap as needed; only one strong save>
'''Fort''' +18, '''Ref''' +14, '''Will''' +14


'''Aura:''' -
'''Aura:''' -


'''SR:''' - <25, if any>
'''SR:''' -  


'''Special Defenses:''' -
'''Special Defenses:''' -
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=== OFFENSE ===
=== OFFENSE ===
'''Speed''' 30 ft. <adjust as needed; list other movement types here also>
'''Speed''' 30 ft.
 
'''Space / Reach:'''  5 ft. / 5 ft. <adjust as needed>


'''Single Melee''' <melee weapon> +20 (3d8+1/19-20x2)
'''Space / Reach:''' 10 ft. / 10 ft.


: or: '''Single Melee''' Bite +20 (3d8/x2)
'''Single Melee''' Giant Club +20 (3d8+1/19-20x2)


'''Full Melee''' 3x <melee weapon> +20 (3d8+1/19-20x2)
'''Full Melee''' Giant Club +20 (3d8+1/19-20x2)


: or: '''Full Melee''' Bite +20 (3d8/x2), 2x Claws +20 (3d4/x2) Tail +20 (3d8/x2),
'''Ranged''' Giant Rock +20 (3d8+1/x2)


'''Ranged''' <optional ranged attack> +20 (3d8+1/x2)
'''Full Ranged''' 2x Giant Rock +20 (3d8+1/x2)


'''Special Attacks''' <copy from source; only list ability names here; describe below>
'''Special Attacks''' Earthen Smash, Giant Swing, Pet, Goad


'''Action Points''' 0 <common monsters never have action points, named monsters often have one.>
'''Action Points''' 0  




=== STATISTICS ===
=== STATISTICS ===
'''Str''' XX, '''Dex''' XX, '''Con''' XX, '''Int''' XX, '''Wis''' XX, '''Cha''' XX <copy from source>
'''Str''' 75, '''Dex''' 16, '''Con''' 20, '''Int''' 4, '''Wis''' 16, '''Cha''' 16


'''Base Atk''' +15; '''CMB''' +24; '''CMD''' 32
'''Base Atk''' +15; '''CMB''' +24; '''CMD''' 32


'''Feats''' <pick one or two thematically relevant feats; avoid complicated ones.>
'''Feats''' Precise Shot EFFECT: Can make ranged attacks into melee without taking -4 to-hit.


'''Skills''' <choose only if relevant, values around 1.5 x creature’s CR>
'''Skills''' Heal 10


'''Languages''' <copy from source>
'''Languages''' Giant (pidgin)





Revision as of 00:18, 23 October 2014


xx

Hill Giant Beast Tamer (CR 13)

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. 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.

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.


GENERAL

CR 15 Hit Dice 22

XP 51,200

NE, Large, Humanoid (Giant)

Init +7; Senses low-light, scent, Perception +23


DEFENSE

AC 37, touch 21, flat-footed 31 (+10 armor, +6 dex, +6 natural, +5 deflection)

hp 328

Fort +18, Ref +14, Will +14

Aura: -

SR: -

Special Defenses: -

Immunities: -

Weaknesses: -


OFFENSE

Speed 30 ft.

Space / Reach: 10 ft. / 10 ft.

Single Melee Giant Club +20 (3d8+1/19-20x2)

Full Melee Giant Club +20 (3d8+1/19-20x2)

Ranged Giant Rock +20 (3d8+1/x2)

Full Ranged 2x Giant Rock +20 (3d8+1/x2)

Special Attacks Earthen Smash, Giant Swing, Pet, Goad

Action Points 0


STATISTICS

Str 75, Dex 16, Con 20, Int 4, Wis 16, Cha 16

Base Atk +15; CMB +24; CMD 32

Feats Precise Shot EFFECT: Can make ranged attacks into melee without taking -4 to-hit.

Skills Heal 10

Languages Giant (pidgin)


SPECIAL ABILITIES

<special abilities should have a save DC 23>

<special attack damage (standard action): 8d6>

<special attack damage (aoe’s, swift actions or inflicting status effects): 4d6>


<ability name>

<ability description>


<ability name>

<ability description>


TREASURE

sell value of approximately 18,750 gp


COMBAT TACTICS

<describe typical actions taken during combat here>


OUT OF COMBAT