Ogre Chainbringer
Giant · Crown of Domination
T2d6Major
Whipping slavers, ogre chainbringers drag captives, links clanking.
Tier 2 · Role Major · Pool Vigor 3 / Vitality 4 · AC 10 · ATK +3 · Save DC 13 · Dmg d6
AC107 base + 3 Sense
Vigor3Tier + Heart mod, regenerates
Vitality42 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+3d20 + bonus vs AC, two or three a turn
Damaged6crit 2d6
Save DC13Tier 2 DC
Crit18+Cunning 14
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | +4 | d8 |
| Mind | 6 | -2 | -d3 |
| Sense | 16 | +3 | d6 |
| Heart | 12 | +1 | d3 |
| Cunning | 14 | +2 | d4 |
| Fate | 12 | +1 | d3 |
Maneuvers
Maneuver
Chain Snare
Whips its chain around a creature within 15 ft: Body save or the target is grabbed and dragged up to 15 ft toward the ogre.
Maneuver
Enslave
Winds the chain tight around a grabbed creature: it is restrained and takes 1 Vigor damage at the start of each of its turns until it breaks free (Body save ends).
Tactics
GM tactics
Captures slaves for giants. Drags victims back to masters. Works in pairs to surround prey.
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 2 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d6. A crit rolls two: 2d6.
- Crits on a natural 18+ (Cunning 14).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.