Hill Giant
Giant · Crown of Sloth
T2d6Minor
Dim-witted gluttons, hill giants devour herds, clubs smashing anything edible.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 11 · ATK +3 · Save DC 13 · Dmg 2 (flat)
AC1111 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | - | - |
| Mind | 6 | - | - |
| Sense | 14 | - | - |
| Heart | 14 | - | - |
| Cunning | 8 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Passive
Thick Skull
Advantage on saves against being stunned or confused
Passive
Endless Hunger
Can consume a corpse as a Maneuver to regain 1 Vigor
Maneuvers
Maneuver
Greatclub or Rock
Melee attack, or ranged attack out to 60 ft (bludgeoning).
Maneuver
Ground Slam
Slams the earth. All creatures within 10 ft make a Body save (DC 13) or are knocked prone.
Tactics
GM tactics
Stupid and hungry. Attacks whatever looks edible. Easily tricked. Retreats only when badly wounded.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
- Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.