KING

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

AC119 base + 2 Sense
Vigor6Tier + Heart mod, regenerates
Vitality2210 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+5d20 + bonus vs AC, two or three a turn
Damaged8crit 2d8
Save DC15Tier 3 DC
Crit19+Cunning 12
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind8-1-d3
Sense14+2d4
Heart16+3d6
Cunning12+1d3
Fate12+1d3

Passives

Passive

War Leader

Allied minors within 30 ft gain +1 to attack rolls while the Chief is standing and fighting alongside them.

Maneuvers

Maneuver

Tree-Trunk Club

Melee attack, bludgeoning; on a hit, the target is pushed 5 ft.

Maneuver

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.

Declaration

Formation Smasher

Telegraph · disrupt d6 · Body save

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

Reaction

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.