Hill Giant Scrounger: Difference between revisions
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{{Template:Monster | |||
<!-- Version 2.10 --> | |||
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | |||
| CR | 10 | |||
<!-- Value: integer between 1 and 40. --> | |||
}}</onlyinclude> | |||
| MonsterName = Hill Giant Scrounger | |||
| Image = Hill_Giant_Scrounger_1.png | |||
<!-- Value: file name and extension only (e.g. monster_picture.jpg) --> | |||
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | |||
| Role | | |||
<!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank --> | |||
}}</onlyinclude> | |||
| Description = Hill Giants are massive creatures, covered in huge masses of thick muscle and fat. While they are technically size Large, they are definitely at the very upper end of that size category due to their simple bulk. Hill giants exude a sense of huge 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. | |||
Hill | :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. | |||
| Alignment = Neutral Evil | |||
<!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil --> | |||
| Size = Large | |||
<!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic --> | |||
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | |||
| Type | Humanoid | |||
<!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin --> | |||
}}</onlyinclude> | |||
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | |||
| Subtype | Giant | |||
<!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin --> | |||
<!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall --> | |||
<!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water --> | |||
<!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. --> | |||
<!-- Add any secondary subtypes into the notes field below. --> | |||
<!-- Otherwise leave blank. --> | |||
}}</onlyinclude> | |||
| Subtype-Notes = | |||
<!-- Add additional subtypes here; these notes do affect the template; they are purely descriptive --> | |||
| NudgeBasicLoreValue = -2 | |||
<!-- This field lets you alter the DC of the basic knowledge check for this monster --> | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeFullLoreValue = +1 | |||
<!-- This field lets you alter the DC of the full knowledge check for this monster --> | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
' | | Lore-Notes = | ||
<!-- Notes related to the monster's lore check can be put here --> | |||
<!-- Example: "identifies as a CR 5 Ghoul if lore check is failed." (no quotes) --> | |||
| NudgeInit = +2 | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | |||
| Nudge-Ambush-Chance = +1 | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- Default value is 10+ on a d20 --> | |||
| Ambush-Chance-Notes = | |||
<!-- Put any comments about ambush preferences here, or leave blank --> | |||
| Senses = [[Standard Senses]], [[Low-Light Vision]] 60 ft, [[Scent]] | |||
<!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") --> | |||
<!-- [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell --> | |||
<!-- [[Low-Light Vision]], [[Darkvision]], [[Heartsight]] --> | |||
<!-- [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] --> | |||
<!-- [[Scent]], [[Keen Scent]], [[Perfect Scent]] --> | |||
<!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]] --> | |||
| NudgePerception = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | |||
| NudgeAC = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeTouchAC = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeFFAC = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeHitPoints = | |||
<!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) --> | |||
<!-- SAVING THROWS --> | |||
| Fort = S | |||
| Refl = | |||
| Will = | |||
<!-- Values: S (for Strong save), leave blank for Weak save | |||
* Most monsters have 1 strong save and 2 weak saves | |||
* Heavies, Tanks, Threats and Villains have 2 strong saves | |||
* Dragons have 3 strong saves --> | |||
| NudgeFort = | |||
| NudgeRefl = | |||
| NudgeWill = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| SpecialDefenses = | |||
<!-- Put any DR or ER values here --> | |||
''' | | StrongAgainst = | ||
<!-- Put any 'immunity' or 'hardened' values here; | |||
immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | |||
'''''Immune (no effect):''''' --> | |||
| Hide-Role-Strong-Against-1 = | |||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any)) --> | |||
=== | | Hide-Type-Strong-Against-1 = | ||
| Hide-Type-Strong-Against-2 = | |||
| Hide-Type-Strong-Against-3 = | |||
| Hide-Type-Strong-Against-4 = | |||
| Hide-Type-Strong-Against-5 = | |||
| Hide-Type-Strong-Against-6 = | |||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any)) --> | |||
| Hide-Subtype-Strong-Against-1 = | |||
| Hide-Subtype-Strong-Against-2 = | |||
| Hide-Subtype-Strong-Against-3 = | |||
| Hide-Subtype-Strong-Against-4 = | |||
| Hide-Subtype-Strong-Against-5 = | |||
| Hide-Subtype-Strong-Against-6 = | |||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) --> | |||
= | | WeakAgainst = | ||
<!-- Put any 'vulnerable' or 'defenseless' values here; | |||
vulnerabilities based on type (e.g. Vermin) are automatically added | |||
'''''Vulnerable (1.5x damage):''''' | |||
'''''Defenseless (2x damage):''''' --> | |||
| Hide-Type-Weak-Against-1 = | |||
| Hide-Subtype-Weak-Against-1 = | |||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) --> | |||
= | | MoveTypes = [[Walk]] 30 ft. | ||
<!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) --> | |||
<!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]] --> | |||
<!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]] --> | |||
<!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]] --> | |||
<!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]] --> | |||
<!-- [[Lesser Teleport]], [[Greater Teleport]] --> | |||
| NudgeSpace = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. --> | |||
<!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft. --> | |||
<!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) --> | |||
| NudgeReach = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. --> | |||
<!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft. --> | |||
<!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) --> | |||
=== | |||
It should be noted that Hill Giants are ridiculously strong. Per the [[Ability_Scores#Carrying_Capacity_and_Encumbrance|Carrying Capacity]] rules, Hill Giant Scroungers can lift and carry 238 tons as a light load! This is completely intentional: Hill Giants are so strong that it is encouraged that out of combat they be treated as able to lift and carry pretty much anything at all. Of course, given how stupid and lazy they are, its rare for them to do so unless motivated. Note, however, that this amazing strength does not, will not, and should not EVER alter their combat statistics! | |||
<!-- GENERAL ATTACK INFORMATION --> | |||
| MeleeOrNatural = Melee | |||
<!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) --> | |||
| MultipliedDamageType = | |||
<!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) --> | |||
<!-- PRIMARY ATTACK INFORMATION --> | |||
| PriAtkName = Giant Club | |||
<!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") --> | |||
| PriAtkNotes = | |||
<!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) --> | |||
| PriAtkNotes-FullAtkOnly = | |||
<!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank --> | |||
| Override-Pri-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Pri-Atk--Full-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| PriAtkVSTouchAC = | |||
<!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | |||
| PriAtkIsAuto-Hit = | |||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") --> | |||
| NudgePriToHit = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgePriDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeFullAtk-PriDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| Nudge-Pri-Atk-Crit-Range = | |||
<!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). --> | |||
<!-- Default is 19-20 for melee, and 20 for natural --> | |||
<!-- SECONDARY ATTACK INFORMATION --> | |||
| SecAtkName = | |||
<!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none --> | |||
| SecAtkNotes = | |||
<!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) --> | |||
| SecAtkNotes-FullAtkOnly = | |||
<!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank --> | |||
| Override-Sec-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Sec-Atk--Full-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| SecAtkVSTouchAC = | |||
<!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | |||
| SecAtkIsAuto-Hit = | |||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") --> | |||
| NudgeSecToHit = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeSecDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeFullAtk-SecDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| Nudge-Sec-Atk-Crit-Range = | |||
<!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). --> | |||
<!-- Default is 19-20 for melee, and 20 for natural --> | |||
<!-- TERTIARY ATTACK INFORMATION --> | |||
| TerAtkName = | |||
<!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none --> | |||
| TerAtkNotes = | |||
<!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) --> | |||
| TerAtkNotes-FullAtkOnly = | |||
<!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank --> | |||
| Override-Ter-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Ter-Atk--Full-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| TerAtkVSTouchAC = | |||
<!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | |||
| TerAtkIsAuto-Hit = | |||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") --> | |||
| NudgeTerToHit = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeTerDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeFullAtk-TerDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| Nudge-Ter-Atk-Crit-Range = | |||
<!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). --> | |||
<!-- Default is 19-20 for melee, and 20 for natural --> | |||
<!-- QUATERNARY ATTACK INFORMATION --> | |||
| QuaAtkName = | |||
<!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none --> | |||
| QuaAtkNotes = | |||
<!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) --> | |||
| QuaAtkNotes-FullAtkOnly = | |||
<!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank --> | |||
| Override-Qua-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Qua-Atk--Full-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| QuaAtkVSTouchAC = | |||
<!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | |||
| QuaAtkIsAuto-Hit = | |||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") --> | |||
| NudgeQuaToHit = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeQuaDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeFullAtk-QuaDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| Nudge-Qua-Atk-Crit-Range = | |||
<!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). --> | |||
<!-- Default is 19-20 for melee, and 20 for natural --> | |||
<!-- RANGED ATTACK INFORMATION --> | |||
| RangedAtkName = Giant Boulder | |||
<!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack --> | |||
| HasRangedFullAttack = Y | |||
<!-- Values: Y (for yes), or leave blank (for no) --> | |||
| RangedAtkIncrementDistance = 50 | |||
<!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first --> | |||
| RangedAtkNumberOfIncrements = 5 | |||
<!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 --> | |||
| RangedAtkNotes = | |||
<!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) --> | |||
| RangedAtkNotes-FullAtkOnly = | |||
<!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank --> | |||
| Override-Ranged-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Ranged-Atk--Full-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| RangedAtkVSTouchAC = | |||
<!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | |||
| RangedAtkIsAuto-Hit = | |||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") --> | |||
| NudgeRangedToHit = | |||
<!-- any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeRangedDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeFullAtk-RangedDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| Nudge-Ranged-Atk-Crit-Range = | |||
<!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). --> | |||
<!-- Default is 19-20 for melee, and 20 for natural --> | |||
<!-- COMBAT MANEUVERS --> | |||
| Nudge-Maneuver-Offense = +2 | |||
<!-- any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| Maneuver-Offense-Notes = | |||
<!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") --> | |||
| Nudge-Maneuver-Defense = +2 | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| Maneuver-Defense-Notes = | |||
<!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") --> | |||
<!-- SIEGE DAMAGE INFORMATION --> | |||
| SiegeDmgCapable = | |||
<!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications --> | |||
| SiegeAtkName = | |||
<!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") --> | |||
| SiegeAtkNotes = | |||
<!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) --> | |||
| Override-Siege-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| SiegeAtkIncrement = | |||
<!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this --> | |||
| SiegeAtkNumberOfIncrements = | |||
<!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 --> | |||
| Nudge-Siege-Maneuver-Offense = | |||
<!-- any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeSiegeDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
<!-- ABILITY SCORES --> | |||
| Str = 74 | |||
| Dex = 14 | |||
| Con = 16 | |||
| Int = 4 | |||
| Wis = 8 | |||
| Cha = 8 | |||
<!-- FEATS --> | |||
| Feat1 = | |||
| Feat2 = | |||
| Feat3 = | |||
| Feat4 = | |||
<!-- Just the feat name; will be autolinked, and ShortDesc added --> | |||
<!-- SKILLS --> | |||
| Skill1 = | |||
| Skill2 = | |||
| Skill3 = | |||
| Skill4 = | |||
| Skill5 = | |||
| NudgeSkill1 = | |||
| NudgeSkill2 = | |||
| NudgeSkill3 = | |||
| NudgeSkill4 = | |||
| NudgeSkill5 = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | |||
| Skill1Notes = | |||
| Skill2Notes = | |||
| Skill3Notes = | |||
| Skill4Notes = | |||
| Skill5Notes = | |||
<!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") --> | |||
<!-- LANGUAGES --> | |||
| Languages = Giant (Pidgin) | |||
<!-- Comma-separated list --> | |||
<!-- SPECIAL ABILITIES --> | |||
<!-- ROLE-BASED SPECIAL ABILITIES --> | |||
| HideRoleReminder1 = | |||
<!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) --> | |||
| HideRoleReminder2 = | |||
<!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) --> | |||
| HideRoleReminder3 = | |||
<!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) --> | |||
| HideRoleReminder4 = | |||
<!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) --> | |||
<!-- SPECIAL ABILITY 1 --> | |||
| Ability-1-Name = Earthen Smash | |||
| Ability-1-Type = Ex | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Ability-1-Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | |||
| Ability-1-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 (flying debris and concussive shock waves means it affects even creatures in the air or underground) that does {{#var:Special1StandardDmg}} points of physical bludgeoning damage and knocks all creatures [[Prone]]. A reflex save versus DC{{#var:Special1SaveDC}} negates the prone effect and reduces the damage by half. | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below --> | |||
<!-- Available Variables: | |||
{{#var:Special1ToHit}} To-Hit | |||
{{#var:Special1TouchAttack}} Touch To-Hit | |||
{{#var:Special1SaveDC}} Save DC | |||
{{#var:Special1StandardDmg}} Std Damage | |||
{{#var:Special1SwiftDmg}} Swift Damage | |||
{{#var:Special1AlphaDmg}} Alpha Damage | |||
{{#var:Special1-Ability-Dmg}} Stat Damage | |||
{{#var:Special1-Hit-Points}} Hit Points | |||
{{#var:Special1-Hit-Dice}} Hit Dice | |||
{{#var:Special1-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special1-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Special1-CR}} CR | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
{{#var:PriDamage-StdAtk}} Primary Attack's Damage | |||
{{#var:SecDamage-StdAtk}} Secondary Attack's Damage | |||
{{#var:TerDamage-StdAtk}} Tertiary Attack's Damage | |||
{{#var:QuaDamage-StdAtk}} Quaternary Attack's Damage | |||
{{#var:RangedDamage-StdAtk}} Ranged Attack's Damage | |||
--> | |||
<!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. --> | |||
<!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR. {{#expr:{{#var:Special1-CR}}*2}} doubles the CR. --> | |||
| NudgeAbility1ToHit = | |||
<!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility1TouchAttack = | |||
<!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility1SaveDC = | |||
<!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility1StandardDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility1SwiftDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility1AlphaDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility1-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility1-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility1-HitDice = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 --> | |||
| NudgeAbility1-CR = | |||
<!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 --> | |||
| NudgeAbility1-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility1-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 2 --> | |||
| Ability-2-Name = | |||
| Ability-2-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-2-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-2-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special2ToHit}} To-Hit | |||
{{#var:Special2TouchAttack}} Touch To-Hit | |||
{{#var:Special2SaveDC}} Save DC | |||
{{#var:Special2StandardDmg}} Std Damage | |||
{{#var:Special2SwiftDmg}} Swift Damage | |||
{{#var:Special2AlphaDmg}} Alpha Damage | |||
{{#var:Special2-Ability-Dmg}} Stat Damage | |||
{{#var:Special2-Hit-Points}} Hit Points | |||
{{#var:Special2-Hit-Dice}} Hit Dice | |||
{{#var:Special2-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special2-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Special2-CR}} CR | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
{{#var:PriDamage-StdAtk}} Primary Attack's Damage | |||
{{#var:SecDamage-StdAtk}} Secondary Attack's Damage | |||
{{#var:TerDamage-StdAtk}} Tertiary Attack's Damage | |||
{{#var:QuaDamage-StdAtk}} Quaternary Attack's Damage | |||
{{#var:RangedDamage-StdAtk}} Ranged Attack's Damage | |||
--> | |||
<!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. --> | |||
<!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR. {{#expr:{{#var:Special1-CR}}*2}} doubles the CR. --> | |||
| NudgeAbility2ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility2TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility2SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility2StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility2SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility2AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility2-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility2-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility2-HitDice = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 --> | |||
| NudgeAbility2-CR = | |||
<!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 --> | |||
| NudgeAbility2-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility2-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 3 --> | |||
| Ability-3-Name = | |||
| Ability-3-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-3-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-3-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special3ToHit}} To-Hit | |||
{{#var:Special3TouchAttack}} Touch To-Hit | |||
{{#var:Special3SaveDC}} Save DC | |||
{{#var:Special3StandardDmg}} Std Damage | |||
{{#var:Special3SwiftDmg}} Swift Damage | |||
{{#var:Special3AlphaDmg}} Alpha Damage | |||
{{#var:Special3-Ability-Dmg}} Stat Damage | |||
{{#var:Special3-Hit-Points}} Hit Points | |||
{{#var:Special3-Hit-Dice}} Hit Dice | |||
{{#var:Special3-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special3-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Special3-CR}} CR | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
{{#var:PriDamage-StdAtk}} Primary Attack's Damage | |||
{{#var:SecDamage-StdAtk}} Secondary Attack's Damage | |||
{{#var:TerDamage-StdAtk}} Tertiary Attack's Damage | |||
{{#var:QuaDamage-StdAtk}} Quaternary Attack's Damage | |||
{{#var:RangedDamage-StdAtk}} Ranged Attack's Damage | |||
--> | |||
<!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. --> | |||
<!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR. {{#expr:{{#var:Special1-CR}}*2}} doubles the CR. --> | |||
| NudgeAbility3ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility3TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility3SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility3StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility3SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility3AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility3-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility3-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility3-HitDice = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 --> | |||
| NudgeAbility3-CR = | |||
<!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 --> | |||
| NudgeAbility3-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility3-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 4 --> | |||
| Ability-4-Name = | |||
| Ability-4-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-4-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-4-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special4ToHit}} To-Hit | |||
{{#var:Special4TouchAttack}} Touch To-Hit | |||
{{#var:Special4SaveDC}} Save DC | |||
{{#var:Special4StandardDmg}} Std Damage | |||
{{#var:Special4SwiftDmg}} Swift Damage | |||
{{#var:Special4AlphaDmg}} Alpha Damage | |||
{{#var:Special4-Ability-Dmg}} Stat Damage | |||
{{#var:Special4-Hit-Points}} Hit Points | |||
{{#var:Special4-Hit-Dice}} Hit Dice | |||
{{#var:Special4-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special4-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Special4-CR}} CR | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
{{#var:PriDamage-StdAtk}} Primary Attack's Damage | |||
{{#var:SecDamage-StdAtk}} Secondary Attack's Damage | |||
{{#var:TerDamage-StdAtk}} Tertiary Attack's Damage | |||
{{#var:QuaDamage-StdAtk}} Quaternary Attack's Damage | |||
{{#var:RangedDamage-StdAtk}} Ranged Attack's Damage | |||
--> | |||
<!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. --> | |||
<!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR. {{#expr:{{#var:Special1-CR}}*2}} doubles the CR. --> | |||
| NudgeAbility4ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility4TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility4SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility4StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility4SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility4AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility4-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility4-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility4-HitDice = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 --> | |||
| NudgeAbility4-CR = | |||
<!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 --> | |||
| NudgeAbility4-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility4-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 5 --> | |||
| Ability-5-Name = | |||
| Ability-5-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-5-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-5-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special5ToHit}} To-Hit | |||
{{#var:Special5TouchAttack}} Touch To-Hit | |||
{{#var:Special5SaveDC}} Save DC | |||
{{#var:Special5StandardDmg}} Std Damage | |||
{{#var:Special5SwiftDmg}} Swift Damage | |||
{{#var:Special5AlphaDmg}} Alpha Damage | |||
{{#var:Special5-Ability-Dmg}} Stat Damage | |||
{{#var:Special5-Hit-Points}} Hit Points | |||
{{#var:Special5-Hit-Dice}} Hit Dice | |||
{{#var:Special5-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special5-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Special5-CR}} CR | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
{{#var:PriDamage-StdAtk}} Primary Attack's Damage | |||
{{#var:SecDamage-StdAtk}} Secondary Attack's Damage | |||
{{#var:TerDamage-StdAtk}} Tertiary Attack's Damage | |||
{{#var:QuaDamage-StdAtk}} Quaternary Attack's Damage | |||
{{#var:RangedDamage-StdAtk}} Ranged Attack's Damage | |||
--> | |||
<!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. --> | |||
<!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR. {{#expr:{{#var:Special1-CR}}*2}} doubles the CR. --> | |||
| NudgeAbility5ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility5TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility5SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility5StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility5SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility5AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility5-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility5-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility5-HitDice = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 --> | |||
| NudgeAbility5-CR = | |||
<!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 --> | |||
| NudgeAbility5-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility5-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 6 --> | |||
| Ability-6-Name = | |||
| Ability-6-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-6-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-6-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special6ToHit}} To-Hit | |||
{{#var:Special6TouchAttack}} Touch To-Hit | |||
{{#var:Special6SaveDC}} Save DC | |||
{{#var:Special6StandardDmg}} Std Damage | |||
{{#var:Special6SwiftDmg}} Swift Damage | |||
{{#var:Special6AlphaDmg}} Alpha Damage | |||
{{#var:Special6-Ability-Dmg}} Stat Damage | |||
{{#var:Special6-Hit-Points}} Hit Points | |||
{{#var:Special6-Hit-Dice}} Hit Dice | |||
{{#var:Special6-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special6-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Special6-CR}} CR | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
{{#var:PriDamage-StdAtk}} Primary Attack's Damage | |||
{{#var:SecDamage-StdAtk}} Secondary Attack's Damage | |||
{{#var:TerDamage-StdAtk}} Tertiary Attack's Damage | |||
{{#var:QuaDamage-StdAtk}} Quaternary Attack's Damage | |||
{{#var:RangedDamage-StdAtk}} Ranged Attack's Damage | |||
--> | |||
<!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. --> | |||
<!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR. {{#expr:{{#var:Special1-CR}}*2}} doubles the CR. --> | |||
| NudgeAbility6ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility6TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility6SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility6StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility6SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility6AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility6-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility6-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility6-HitDice = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 --> | |||
| NudgeAbility6-CR = | |||
<!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 --> | |||
| NudgeAbility6-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility6-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 7 --> | |||
| Ability-7-Name = | |||
| Ability-7-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-7-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-7-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special7ToHit}} To-Hit | |||
{{#var:Special7TouchAttack}} Touch To-Hit | |||
{{#var:Special7SaveDC}} Save DC | |||
{{#var:Special7StandardDmg}} Std Damage | |||
{{#var:Special7SwiftDmg}} Swift Damage | |||
{{#var:Special7AlphaDmg}} Alpha Damage | |||
{{#var:Special7-Ability-Dmg}} Stat Damage | |||
{{#var:Special7-Hit-Points}} Hit Points | |||
{{#var:Special7-Hit-Dice}} Hit Dice | |||
{{#var:Special7-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special7-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Special7-CR}} CR | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
{{#var:PriDamage-StdAtk}} Primary Attack's Damage | |||
{{#var:SecDamage-StdAtk}} Secondary Attack's Damage | |||
{{#var:TerDamage-StdAtk}} Tertiary Attack's Damage | |||
{{#var:QuaDamage-StdAtk}} Quaternary Attack's Damage | |||
{{#var:RangedDamage-StdAtk}} Ranged Attack's Damage | |||
--> | |||
<!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. --> | |||
<!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR. {{#expr:{{#var:Special1-CR}}*2}} doubles the CR. --> | |||
| NudgeAbility7ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility7TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility7SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility7StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility7SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility7AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility7-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility7-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility7-HitDice = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 --> | |||
| NudgeAbility7-CR = | |||
<!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 --> | |||
| NudgeAbility7-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility7-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 8 --> | |||
| Ability-8-Name = | |||
| Ability-8-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-8-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-8-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special8ToHit}} To-Hit | |||
{{#var:Special8TouchAttack}} Touch To-Hit | |||
{{#var:Special8SaveDC}} Save DC | |||
{{#var:Special8StandardDmg}} Std Damage | |||
{{#var:Special8SwiftDmg}} Swift Damage | |||
{{#var:Special8AlphaDmg}} Alpha Damage | |||
{{#var:Special8-Ability-Dmg}} Stat Damage | |||
{{#var:Special8-Hit-Points}} Hit Points | |||
{{#var:Special8-Hit-Dice}} Hit Dice | |||
{{#var:Special8-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special8-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Special8-CR}} CR | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
{{#var:PriDamage-StdAtk}} Primary Attack's Damage | |||
{{#var:SecDamage-StdAtk}} Secondary Attack's Damage | |||
{{#var:TerDamage-StdAtk}} Tertiary Attack's Damage | |||
{{#var:QuaDamage-StdAtk}} Quaternary Attack's Damage | |||
{{#var:RangedDamage-StdAtk}} Ranged Attack's Damage | |||
--> | |||
<!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. --> | |||
<!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR. {{#expr:{{#var:Special1-CR}}*2}} doubles the CR. --> | |||
| NudgeAbility8ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility8TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility8SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility8StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility8SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility8AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility8-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility8-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility8-HitDice = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 --> | |||
| NudgeAbility8-CR = | |||
<!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 --> | |||
| NudgeAbility8-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility8-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 9 --> | |||
| Ability-9-Name = | |||
| Ability-9-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-9-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-9-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special91ToHit}} To-Hit | |||
{{#var:Special9TouchAttack}} Touch To-Hit | |||
{{#var:Special9SaveDC}} Save DC | |||
{{#var:Special9StandardDmg}} Std Damage | |||
{{#var:Special9SwiftDmg}} Swift Damage | |||
{{#var:Special9AlphaDmg}} Alpha Damage | |||
{{#var:Special9-Ability-Dmg}} Stat Damage | |||
{{#var:Special9-Hit-Points}} Hit Points | |||
{{#var:Special9-Hit-Dice}} Hit Dice | |||
{{#var:Special9-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special9-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Special9-CR}} CR | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
{{#var:PriDamage-StdAtk}} Primary Attack's Damage | |||
{{#var:SecDamage-StdAtk}} Secondary Attack's Damage | |||
{{#var:TerDamage-StdAtk}} Tertiary Attack's Damage | |||
{{#var:QuaDamage-StdAtk}} Quaternary Attack's Damage | |||
{{#var:RangedDamage-StdAtk}} Ranged Attack's Damage | |||
--> | |||
<!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. --> | |||
<!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR. {{#expr:{{#var:Special1-CR}}*2}} doubles the CR. --> | |||
| NudgeAbility9ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility9TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility9SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility9StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility9SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility9AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility9-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility9-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility9-HitDice = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 --> | |||
| NudgeAbility9-CR = | |||
<!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 --> | |||
| NudgeAbility9-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility9-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- COMBAT TACTICS --> | |||
| CombatTactics = 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. | |||
<!-- OUT OF COMBAT --> | |||
| OutOfCombat = It should be noted that Hill Giants are ridiculously strong. Per the [[Ability_Scores#Carrying_Capacity_and_Encumbrance|Carrying Capacity]] rules, Hill Giant Scroungers can lift and carry 238 tons as a light load! This is completely intentional: Hill Giants are so strong that it is encouraged that out of combat they be treated as able to lift and carry pretty much anything at all. Of course, given how stupid and lazy they are, its rare for them to do so unless motivated. Note, however, that this amazing strength does not, will not, and should not EVER alter their combat statistics! | |||
<!-- TREASURE AND XP --> | |||
| TreasureNotes = | |||
| XPNotes = | |||
}} |
Revision as of 18:14, 21 October 2017
Hill Giant Scrounger (CR 10)
Neutral Evil - Large - Humanoid (Giant) |
---|
Lore: | Know (Local) | ||
18 | 36 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
26 | +16 |
Passive | Active |
Ambush: |
11+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
210 | 105 | 16 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +12 |
Refl: | +7 |
Will: | +7 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Giant Club +16 (2d8+10/19-20 x2)
as undefined damage type
Full Attack (Melee):
- 3x Giant Club +16 (2d8+10/19-20 x2)
as undefined damage type
Standard Attack (Ranged):
- 1x Giant Boulder +16 (2d8+10/19-20 x2)
as undefined damage type
(Increment: 50 ft.; Max Range: 250 ft.)
Full Attack (Ranged):
- 3x Giant Boulder +16 (2d8+10/19-20 x2)
as undefined damage type
(Increment: 50 ft.; Max Range: 250 ft.)
Siege Damage: Not siege capable
Statistics
74 |
STR |
14 |
DEX |
16 |
CON |
4 |
INT |
8 |
WIS |
8 |
CHA |
Special Abilities
Earthen Smash (Ex) |
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 (flying debris and concussive shock waves means it affects even creatures in the air or underground) that does points of physical bludgeoning damage and knocks all creatures Prone. A reflex save versus DC negates the prone effect and reduces the damage by half. |
Hill Giant Scrounger
Hill Giants are massive creatures, covered in huge masses of thick muscle and fat. While they are technically size Large, they are definitely at the very upper end of that size category due to their simple bulk. Hill giants exude a sense of huge 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.
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.
Out of Combat
It should be noted that Hill Giants are ridiculously strong. Per the Carrying Capacity rules, Hill Giant Scroungers can lift and carry 238 tons as a light load! This is completely intentional: Hill Giants are so strong that it is encouraged that out of combat they be treated as able to lift and carry pretty much anything at all. Of course, given how stupid and lazy they are, its rare for them to do so unless motivated. Note, however, that this amazing strength does not, will not, and should not EVER alter their combat statistics!
Rewards
XP: 9,600
Treasure: Sellable Goods worth 6,875 gp.
- Weight: 100 lbs. Volume: 4 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |