KING
Stone Giant

Stone Giant

Giant · no Crown (Mundane)

T3d8Minor

Reclusive mountain artists, stone giants paint with boulders, peace in isolation.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1414 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body20--
Mind16--
Sense16--
Heart18--
Cunning8--
Fate14--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Stone Camouflage

Advantage on stealth checks in rocky terrain.

Passive

Stoneseer

Senses vibrations through stone within 60 ft.

Maneuvers

Maneuver

Boulder Hurl

Hurls a boulder up to 120 ft. Each creature in a 10 ft radius makes a Body save (DC 15): on a failure it takes 3 damage and is knocked prone, on a success it takes 1 Vigor damage.

Reactions

Reaction

Rock Catching

When hit by a thrown rock or boulder, makes a Body check to snatch it from the air and take no harm from it.

Tactics

GM tactics

Peaceful artists who view the surface world as a dream. Incredibly accurate throwers. Defends territory but prefers isolation.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • 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 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.