Hill Giant Chieftain

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<Monster Name> (CR 17)

Referees should adjust the numbers presented below by small amounts to better fit the theme of the monster being converted.

<insert descriptive text here>


GENERAL

CR 17 Hit Dice 26

XP 102,400

<alignment> <size> <racial keyword>

Init +7; Senses <any special senses (darkvision, low-light, tremorsense, etc.)>, Perception +26


DEFENSE

AC 40, touch 23, flat-footed 35 (+10 armor, +5 dex, +7 natural, +8 deflection)

hp 426

Fort +20, Ref +16, Will +16 <swap as needed; only one strong save>

Aura: -

SR: - <27, if any>

Special Defenses: -

Immunities: -

Weaknesses: -


OFFENSE

Speed 30 ft. <adjust as needed; list other movement types here also>

Space / Reach: 5 ft. / 5 ft. <adjust as needed>

Single Melee <melee weapon> +24 (3d8+3/19-20x2)

or: Single Melee Bite +24 (3d8+2/x2)

Full Melee 3x <melee weapon> +24 (3d8+3/19-20x2)

or: Full Melee Bite +24 (3d8+2/x2), 2x Claws +24 (3d4+1/x2), 2x Wings +24 (3d4+1/x2)

Ranged <optional ranged attack> +24 (3d8+3/x2)

Special Attacks <copy from source; only list ability names here; describe below>

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


STATISTICS

Str 80, Dex 16, Con 22, Int 5, Wis 16, Cha 16

Base Atk +17; CMB +28; CMD 35

Feats <pick one or two thematically relevant feats; avoid complicated ones.>

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

Languages <copy from source>


SPECIAL ABILITIES

<special abilities should have a save DC 25>

<special attack damage (standard action): 9d6>

<special attack damage (aoe’s, swift actions or inflicting status effects): 4d6+2>


<ability name>

<ability description>


<ability name>

<ability description>


TREASURE

sell value of approximately 30,000 gp


COMBAT TACTICS

<describe typical actions taken during combat here>


OUT OF COMBAT