KING
Elder Storm Giant Quintessent

Elder Storm Giant Quintessent

Giant · no Crown (Transcendent)

T5d12Major

Ancient air essences, elder quintessents whisper winds, forms eternal.

Tier 5  ·  Role Major  ·  Pool Vigor 4 / Vitality 10  ·  AC 14  ·  ATK +8  ·  Save DC 19  ·  Dmg d12

AC148 base + 6 Sense
Vigor4Tier + Heart mod, regenerates
Vitality102 x Tier
Move30 ft
Initiatived8 + d12rerolled each round
Attack+8d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit15+Cunning 20
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind22+6d12
Sense22+6d12
Heart8-1-d3
Cunning20+5d10
Fate22+6d12

Passives

Passive

Air Form

A body of living wind. Cannot be grabbed, restrained, or knocked prone, and moves through gaps as narrow as 1 inch.

Passive

Lightning and Thunder Immunity

Immune to lightning and thunder damage.

Maneuvers

Maneuver

Windshear

A blast of wind slams outward. Each creature within 30 ft makes a Body save (DC 19) or is pushed 20 ft and takes 1 Vigor damage.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Hurricane

Telegraph · disrupt d6 · Body save

The giant becomes the eye of a howling storm. Each creature within 60 ft makes a Body save (DC 19): on a failure it takes 5 damage, is thrown 30 ft, and falls prone; on a success it takes 1 Vigor damage.

Reactions

Reaction

Scatter on the Wind

When hit by a melee attack, its form disperses and reforms up to 30 ft away, buffeting the attacker for 1 Vigor damage.

Tactics

GM tactics

Ancient beings of pure storm energy. Can cover entire battlefields. Speaks in thunder. May parley if shown proper respect.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d12. A crit rolls two: 2d12.
  • Crits on a natural 15+ (Cunning 20).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.