Hill Giant Chief
Giant
T3d8Sovereign
A hulking warlord among hill giants, wielding a club hewn from a whole tree trunk and hurling boulders that shatter shield walls. Smarter and crueler than its kin, it directs lesser giants into formation before wading in to smash it apart.
Tier 3 · Role Sovereign · Pool Vigor 6 / Vitality 22 · AC 11 · ATK +5 · Save DC 15 · Dmg d8
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 8 | -1 | -d3 |
| Sense | 14 | +2 | d4 |
| Heart | 16 | +3 | d6 |
| Cunning | 12 | +1 | d3 |
| Fate | 12 | +1 | d3 |
Passives
War Leader
Allied minors within 30 ft gain +1 to attack rolls while the Chief is standing and fighting alongside them.
Maneuvers
Tree-Trunk Club
Melee attack, bludgeoning; on a hit, the target is pushed 5 ft.
Hurl Boulder
Ranged attack out to 90 ft, bludgeoning.
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.
Formation Smasher
Swings the club in a wide arc through the ranks, a 15 ft line. Each creature inside makes a Body save (DC 15) or takes 3 damage and is knocked prone; on a success, 1 Vigor damage instead.
Reactions
Bellowed Rally
When an allied minor within 30 ft is reduced to 0 Vigor and flees, the Chief bellows, letting that minor act one more time before it goes.
Tactics
GM tactics
Directs any lesser giants or brutes into a shield line, then uses Hurl Boulder to soften ranged threats before closing. Saves Formation Smasher for when the party clusters. Bellows Rally to keep its warband fighting. Proud; will not flee, only die roaring.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 3 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d8. A crit rolls two: 2d8.
- Crits on a natural 19+ (Cunning 12).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
- NPCs never take wounds.