KING
Hill Giant

Hill Giant

Giant · Crown of Sloth

T2d6Minor

Dim-witted gluttons, hill giants devour herds, clubs smashing anything edible.

Tier 2  ·  Role Minor  ·  Pool Vigor 4  ·  AC 11  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1111 base
Vigor42 x Tier, one pool. Breaks at 2, dies at 0
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body20--
Mind6--
Sense14--
Heart14--
Cunning8--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Thick Skull

Advantage on saves against being stunned or confused

Passive

Endless Hunger

Can consume a corpse as a Maneuver to regain 1 Vigor

Maneuvers

Maneuver

Greatclub or Rock

Melee attack, or ranged attack out to 60 ft (bludgeoning).

Maneuver

Ground Slam

Slams the earth. All creatures within 10 ft make a Body save (DC 13) or are knocked prone.

Tactics

GM tactics

Stupid and hungry. Attacks whatever looks edible. Easily tricked. Retreats only when badly wounded.

Running it

Rules

  • One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 2 left, and dies at 0. The pool does not regenerate.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • With 2 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
  • At 0 Vigor it is dead: 4 total damage, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.