Hill Giant Shaman

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<Monster Name> (CR 16)

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 16 Hit Dice 24

XP 76,800

<alignment> <size> <racial keyword>

Init +7; Senses <any special senses (darkvision, low-light, tremorsense, etc.)>, Perception +24


DEFENSE

AC 39, touch 23, flat-footed 33 (+10 armor, +6 dex, +6 natural, +7 deflection)

hp 374

Fort +19, Ref +15, Will +15 <swap as needed; only one strong save>


Aura: -

SR: - <26, 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> +23 (3d8+2/19-20x2)

or: Single Melee Bite +23 (3d8/x2)

Full Melee 3x <melee weapon> +23 (3d8+2/19-20x2)

or: Full Melee Bite +23 (3d8/x2), 2x Claws +23 (3d6/x2), Tail +23 (3d8/x2),

Ranged <optional ranged attack> +23 (3d8+2/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 +16; CMB +26; CMD 34

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 24>

<special attack damage (standard action): 8d6+1>

<special attack damage (aoe’s, swift actions or inflicting status effects): 4d6+1>


<ability name>

<ability description>


<ability name>

<ability description>


TREASURE

sell value of approximately 23,750 gp


COMBAT TACTICS

<describe typical actions taken during combat here>