Hill Giant Scrounger

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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.

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

<alignment> <size> <racial keyword>

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


Defense

AC 30, touch 19, flat-footed 25 (+6 armor, +5 dex, +5 natural, +4 deflection)

hp 175

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

Aura: -

SR: - <20, 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> +15 (2d8+4/19-20x2)

or: Single Melee Bite +15 (2d8+3/x2)

Full Melee 2x <melee weapon> +15 (2d8+4/19-20x2)

or: Full Melee Bite +15 (2d8+3/x2), 2x Claws +15 (2d6/x2)

Ranged <optional ranged attack> +15 (2d8+4/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 XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX <copy from source>

Base Atk +10; CMB +16; CMD 26

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 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>

<ability description>


Treasure

sell value of approximately 5,000 gp


Combat Tactics

<describe typical actions taken during combat here>