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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 22 | +6 | d12 |
| Sense | 22 | +6 | d12 |
| Heart | 8 | -1 | -d3 |
| Cunning | 20 | +5 | d10 |
| Fate | 22 | +6 | d12 |
Passives
Air Form
A body of living wind. Cannot be grabbed, restrained, or knocked prone, and moves through gaps as narrow as 1 inch.
Lightning and Thunder Immunity
Immune to lightning and thunder damage.
Maneuvers
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.
Hurricane
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
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.