Hill Giant Scrounger: Difference between revisions

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== Hill Giant Scrounger (CR 10) ==
== Hill Giant Scrounger (CR 10) ==


Hill Giants are massive creatures, exuding a sense of raw power mixed with dull frustrated rage at a world they simple don't understand.  Indeed, Hill Giants are the second strongest breed of Giants, their physical power far exceeding the strength of far more dangerous clans of giants, such as Cloud giants, who are frail weaklings compared to Hill giants.   
Hill Giants are massive creatures, exuding a sense of raw 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.
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'''XP''' 9,600
'''XP''' 9,600


<alignment> <size> <racial keyword>
NE, Large, Giant


'''Init''' +5; '''Senses''' <any special senses (darkvision, low-light, tremorsense, etc.)>, Perception +15
'''Init''' +3; '''Senses''' low-light, scent, Perception +12




=== Defense ===
=== Defense ===
'''AC''' 30, '''touch''' 19, '''flat-footed''' 25 (+6 armor, +5 dex, +5 natural, +4 deflection)
'''AC''' 32, '''touch''' 19, '''flat-footed''' 25 (+8 armor, +5 dex, +5 natural, +4 deflection)


'''hp''' 175
'''hp''' 195


'''Fort''' +13, '''Ref''' +10, '''Will''' +10 <swap as needed; only one strong save>
'''Fort''' +13, '''Ref''' +10, '''Will''' +10


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


'''SR:''' - <20, 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>
'''Space / Reach:'''  10 ft. / 10 ft.


'''Single Melee''' <melee weapon> +15 (2d8+4/19-20x2)
'''Single Melee''' Giant Club +15 (2d8+6/19-20x2)


: or: '''Single Melee''' Bite +15 (2d8+3/x2)
'''Full Melee''' 2x Giant Club +15 (2d8+6/19-20x2)


'''Full Melee''' 2x <melee weapon> +15 (2d8+4/19-20x2)
'''Ranged''' Giant Boulder +15 (2d8+10/x2)


: or: '''Full Melee''' Bite +15 (2d8+3/x2), 2x Claws +15 (2d6/x2)
'''Special Attacks''' Earthen Smash


'''Ranged''' <optional ranged attack> +15 (2d8+4/x2) 
'''Action Points''' 0
 
'''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 ===
=== Statistics ===
'''Str''' XX, '''Dex''' XX, '''Con''' XX, '''Int''' XX, '''Wis''' XX, '''Cha''' XX <copy from source>
'''Str''' 74, '''Dex''' 14, '''Con''' 16, '''Int''' 4, '''Wis''' 8, '''Cha''' 8


'''Base Atk''' +10; '''CMB''' +16; '''CMD''' 26
'''Base Atk''' +10; '''CMB''' +16; '''CMD''' 26


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


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


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




=== Special Abilities ===
=== Special Abilities ===
<special abilities should have a save DC 19>
<special attack damage (standard action): 5d6+1>
<special attack damage (aoe’s, swift actions or inflicting status effects): 2d6+2>
; <ability name>
<ability description>


; <ability name>
; Earthen Smash
<ability description>
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 that does 5d6+1 points of physical bludgeoning damage and knocks all creatures [[prone]].  A reflex save versus DC19 negates the prone effect and reduces the damage by half.




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=== Combat Tactics ===
=== Combat Tactics ===
<describe typical actions taken during combat here>
Hill Giant Scroungers are not good at fighting.  Their tactics consist of "Smash the ground as soon as you can, then hit the enemy as they come close."
 
Note that Scroungers are not immune to their own Earthen Smash, but are way too stupid to try and miss their friends.  Scroungers can make for some hilarious fights, knocking each other down, among other hijinks.

Revision as of 22:26, 5 October 2014


xx

Hill Giant Scrounger (CR 10)

Hill Giants are massive creatures, exuding a sense of raw 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 Giant Scroungers are usually the most commonly encountered Hill Giants in the wild. They are younger, weaker giants who have been pushed out of their various social groups, and as a result, are wandering the wild looking for...whatever they find. They live by foraging and raiding, scrounging what they need or want from whatever they bump into. It is not uncommon for several Scroungers to meet up and start traveling together, and indeed, this process is how new Hill giant tribes form.



General

CR 10 Hit Dice 15

XP 9,600

NE, Large, Giant

Init +3; Senses low-light, scent, Perception +12


Defense

AC 32, touch 19, flat-footed 25 (+8 armor, +5 dex, +5 natural, +4 deflection)

hp 195

Fort +13, Ref +10, Will +10

Aura: -

SR: -

Special Defenses: -

Immunities: -

Weaknesses: -


Offense

Speed 30 ft.

Space / Reach: 10 ft. / 10 ft.

Single Melee Giant Club +15 (2d8+6/19-20x2)

Full Melee 2x Giant Club +15 (2d8+6/19-20x2)

Ranged Giant Boulder +15 (2d8+10/x2)

Special Attacks Earthen Smash

Action Points 0


Statistics

Str 74, Dex 14, Con 16, Int 4, Wis 8, Cha 8

Base Atk +10; CMB +16; CMD 26

Feats -

Skills -

Languages Giantish (pidgin)


Special Abilities

Earthen Smash

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 that does 5d6+1 points of physical bludgeoning damage and knocks all creatures prone. A reflex save versus DC19 negates the prone effect and reduces the damage by half.


Treasure

sell value of approximately 5,000 gp


Combat Tactics

Hill Giant Scroungers are not good at fighting. Their tactics consist of "Smash the ground as soon as you can, then hit the enemy as they come close."

Note that Scroungers are not immune to their own Earthen Smash, but are way too stupid to try and miss their friends. Scroungers can make for some hilarious fights, knocking each other down, among other hijinks.